Difference between revisions of "Featured roguelike"

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= Featured Roguelike: [[Diggr]] =
= Featured Roguelike: [[Untitled]] =


<div style="float:right;margin:0 6px">http://i.imgur.com/CVKYx.png</div>
<div style="float:right;margin:0 6px">http://i.imgur.com/fZTwD.jpg</div>
[[Diggr]] is a modern roguelike game vaguely in the hacklike tradition.
[[Untitled]] attempts to take what is best in modern games and old-school ones - at the same time.


* Diggr attempts to make impossible all forms of scumming.
* Combines intuitive user interface (with drag&drop support in the inventory window) with flexibility and complexity known from the most famous roguelike games
* Diggr is not at all based on AD&D in any way.
* Breaks up with the tradition of choosing character class - only your actions decide who you become
* Diggr should play fast.
* Not based on any particular RPG system, realm or tile set
* Diggr attempts to continue the in the strategic gameplay style of Nethack.
* No annoyances known from classic roguelikes (stat-draining monsters, time-is-running-out story, do-it-in-the-correct-order quests)
* Diggr should have a sense of humor & should also avoid common fantasy tropes and cliches.
* Although the game is currently fully playable, the storyline is far from being completed, because the author doesn't really want to create yet another "save the world" game!
* Spoilers are fun. Diggr should be a game where the mechanics and strategies are not obvious.
* Notable features planned, but not implemented so far: alchemy, item construction, building, digging for treasures, permadeath (need to invent a perfect solution for the latter!)


[[Category:Browse]]
[[Category:Browse]]

Revision as of 09:44, 13 May 2012

Featured Roguelike: Untitled

fZTwD.jpg

Untitled attempts to take what is best in modern games and old-school ones - at the same time.

  • Combines intuitive user interface (with drag&drop support in the inventory window) with flexibility and complexity known from the most famous roguelike games
  • Breaks up with the tradition of choosing character class - only your actions decide who you become
  • Not based on any particular RPG system, realm or tile set
  • No annoyances known from classic roguelikes (stat-draining monsters, time-is-running-out story, do-it-in-the-correct-order quests)
  • Although the game is currently fully playable, the storyline is far from being completed, because the author doesn't really want to create yet another "save the world" game!
  • Notable features planned, but not implemented so far: alchemy, item construction, building, digging for treasures, permadeath (need to invent a perfect solution for the latter!)