Dungeon Crawl: Stone Soup
github.com
github.com
The artwork is beautiful, and I'm especially fond of the dungeon generator: it's a mix of random layouts and human design, and the result feels a lot more natural and interesting. On some levels, large parts of the level will be random, but a human designed piece might get integrated into it (randomly).
You can play online, too: https://crawl.develz.org/ (and I prefer this myself, as you can also spectate other players, and chat w/ them. Occasionally, I learn a thing or two.)
The point of the game is to get the Orb of Zot and get out, much like NetHack. Somewhat unlike NetHack, you need 3 runes to get the orb, but there are 15 in the game, making all of them considerably optional, and it's much more difficult to get all. The game has a few challenges beyond that, as well.
(I've only escaped w/ the Orb once, as a Gargoyle Fighter.)
Scypho: brb spectators its dinner time
Scypho: also i am mad fucked
Scypho: so i need to thinkAny tips for noobs?
Tips for noobs: press "?" for in-game help (especially useful are the list of keyboard shortcuts and the searchable in-game database of monsters/items/etc.), join ##crawl on irc.freenode.net, inspect every enemy that you're seeing for the first time, press "o" judiciously, and always be willing and capable of running from a fight!
I love how the game helps avoid tedium and memorization. For instance, you can find items via Ctrl-F (including on other floors, such as in your stash on a safe level), safely wander around unexplored parts of the level via 'o', or do long-distance travel to other branches of the dungeon.
The developers make a conscious effort to avoid any gameplay elements that would make players who do tedious actions better than players not willing to do tedious actions. For instance, you can't sell items, so you don't need to lug around piles of items you don't need to sell them. Certain buffing spells became so valuable to have constantly enabled that you'd benefit from re-casting them every time they ran out, so the developers rebalanced those spells so they could stay enabled all the time without a time limit, and you only have to re-cast them when the effect gets "used" by helping you. You don't need to keep separate notes about where you left items; the game has a search function (including by item property, such as finding items that grant fire resistance). You don't need to make notes about where you've avoided a dangerous monster to avoid walking into its line of sight again; you can make those notes in-game and the 'o' exploration function will avoid those areas.
I've pulled a few highlights:
> Speaking about games in general, wherever there's a no-brainer, that means the development team put a lot of effort into providing a "choice" that's really not an interesting choice at all. And that's a horrible lost opportunity for fun.
> Another basic design principle is avoidance of grinding (also known as scumming). These are activities that have low risk, take a lot of time, and bring some reward. This is bad for a game's design because it encourages players to bore themselves.
> The interface is radically designed to make gameplay easy - this sounds trivial, but we mean it. All tedious, but necessary, chores should be automated. Examples are long-distance travel, exploration and taking notes.
> the joy of discovering something spoily is nice, once. (And disappears before it can start if you feel you need to read spoilers - a legitimate feeling.) The joy of dealing with ever-changing, unexpected and challenging strategic and tactical situations that arise out of transparent rules, on the other hand, is nice again and again.
DCSS is the game that has made me more or less abandon Nethack to play it instead. It improves on Nethack in so many ways: from the super useful auto-explore, to the beautiful and innovative use of colors, lots and lots of really bizzare and unique gods, beautiful and interesting thematic levels, a Lua scripting interface, and much, much more. I'm seriously impressed with how much the DCSS developers have achieved, and how quickly they've achieved it.
It's also telling that Nethack has traditionally had a glacial development cycle, while DCSS development is super active. There are tons of new features, races, levels, and gods in nearly every release, and new releases come out all the time.
That said, there are still other things that Nethack does best. The crazy number of things that you can do with items and bodies in Nethack seems deeper than DCSS, as are some of the relationships with one's god in Nethack, and the use of pets (such as training them to steal from shops). Someone told me that a DCSS deverloper motto is "when it doubt, don't do it like Nethack", which is a pity, because they could learn from Nethack and take some of the things it does best and improve on them, instead of stubbornly refusing to be like Nethack. That said, none of this is going to stop me from playing DCSS, which is now by far my favorite rougelike of all.
I strongly recommend anyone who has even the remotest interest in rogulikes give DCSS a try, if you've somehow missed the boat and haven't already.
Also, playing in ASCII is the one true way to play. ;) You can ssh or telnet in to a server to play, if you want to play online (or watch others play).[1] Or you can download and compile the game itself to play locally on your own machine.[2]
Finally, if you ever need help, check out ##crawl on freenode.[3]
[1] - https://crawl.develz.org/wordpress/howto
[2] - https://crawl.develz.org/wordpress/
[3] - https://freenode.net/
Personally, I am one of the rare birds that loves NetHack and just can't stand DCSS. NetHack feels far closer to a proper role-playing game with an actual dungeon master who will listen to your crazy ideas and give you back a result that actually makes sense. DCSS, on the other hand, feels more like an arcade beat-em-up style game to me. I guess it doesn't help that my favourite combo (fulsome distillation and evaporate) was removed from the game a few years ago.
Beyond that, I find DCSS really dry. Most of the time you're just mashing the auto-explore key and then bumping into a few enemies or repeatedly casting your best spell at them. For the style of game it is (beat-em-up Roguelike with zero role-playing) I'd much rather play TOME[0], a game that has far more intricate and involved character classes.
[0] http://te4.org/
Many of the DCSS devs are former NetHack players, at least one is a former NetHack fork developer, so they know NetHack well.
Don't think that they dismiss features just because NetHack shares them. The quote says "when in doubt" so it's just one aspect that gets taken into consideration when adding or changing the game.
Although if you read the design document of DCSS, you'll see that they won't include some of the crazy things you mentioned because it goes against their vision of the game in the first place (I disagree with the god relationship though, for some classes it's much more involved in DCSS than NetHack).
For those that feel similarly, I heartily recommend giving brogue[0] a try. It's beautiful, balances many strategies without giving dominance to any (dwarven valkyrie, anyone?) and drops the "schlepping" associated with nethack and related titles.
https://web.archive.org/web/20160304070026/http://crawl.develz.org/other/manual.html#n-philosophy-pas-de-faq
Anyway, you should try it!But in general, RLs are ill-suited to mobile play, due to the keyboard interface. There are only a few RLs that I've seen buck this, and thus work properly on mobile.
The first is Pixel Dungeon (which should surprise nobody)
The second is Hoplite (although that's defining Rogulike a bit broadly). It has a very limited set of player actions, but also an interesting twist: enemy movements are completely deterministic, so the game bares more resemblance to a puzzle game than anything else.
$ brew cask install Caskroom/cask/dungeon-crawl-stone-soup-console
If you were wondering!Have fun!
Saving yourself a single keystroke (shift-U vs. y-o-u) has much greater costs than you might realize in terms of how people perceive you, trust you, and are willing to engage with you.
I'm not trying to be prescriptive – I don't think using U vs. you is a moral issue, or makes you good or bad or smart or dumb or anything like that. But people react to things like that, even if it's not fair that they do so.
This is true. However, it has no costs in terms of whether your message will be understood as you intended it, or whether the audience will even have any doubt as to what you meant. Thus, I find your lead comment, "I really value clear and precise communication", interesting. What about the U symbol do you feel is unclear or imprecise?
On a different note, I generally see people use "u" rather than "U". U is harder to type, but it does bring out a certain parallelism with "I".
I'd be interested to know how well people with dyslexia or with English as a second language cope with it.
Think about it for a minute, and you'll see that (1) it's an extremely common word, so anyone with any experience with it at all is likely to have quite a lot of experience with it, and (2) there are no other candidates for what "u" could mean. It might pose problems for foreigners living abroad whose only method of determining what a word means is looking it up in a dictionary; it poses no problems for anyone talking to the person using it (even pretty difficult things can be understood if the other person is there to help you), or just living in an english-speaking country.
As I was reading the original comment, and before seeing any of the comments about the style, I found myself highly distracted by the "U". Wondering why someone wrote that way, what the purpose was, and so on.
Because of the fact that it significantly distracts from the message, I think these abnormal styles are insulting to the reader and so are not something I would recommend or condone in contexts where normal writing is convention.
(On IRC or in instant messages/Slack, the style is different and it's OK. But you can see what the style is on HN by reading comments on this page.)