We go beyond the game trailer of 20XX, the Mega Man X style platformer with random levels, random power-ups, permanent death, oh and multiplayer too! We spoke with Eitan Glinert, president of Fire Hose Games about what players can expect from this Roguelike game.
We’re playing through the beta of the Mega Man roguelike game, 20XX. Here is one of the generated levels of Stonetemple Skycity.
Sword of Fargoal 2 has got a kickstarter. Although the game is almost 80% complete they just need a little help to finished the game off. The Kickstarter campaign is there to help that last 20% run as smoothly as possible, adding new animation, music, graphics and features to the game.
It is a sequel to the original Sword of Fargoal which was as a dungeon crawler for the Commodore 64. It featured random dungeon generation, permadeath and an absolutely monstrous challenge for players to take on. It has been listed as one of the top 8-bit games of all time.
Sword of Fargoal was remade for iOS and Mac OS by developer Paul Pridham (who created Saucelifter and the upcoming Punch Quest), Emmy award-winning animator Charlie Canfield, and noted British composer Daniel Pemberton (LittleBIGPlanet) to bring the game back. The remake won numerous awards, including “Best Retro Game (iPad division)” for the “2010 Best App Ever Awards” (“Sword of Fargoal Legends,” published by Chillingo/EA). Fargoal has even been recognized by the Guinness World Records 2012, Gamer’s Edition as “Most critically acclaimed ‘Roguelike’ for iOS”.
Sword of Fargoal 2 will be for Mac/PC/Linux/iOS (and Android of they make enough money). It will have all new level types and dungeon textures with more spells. More monsters. More traps. Better graphics. More music. Animation. New characters types. New quests. A new dungeon-generation system, and much more.
Funding ends Oct 13, 2012 so go and fund their kickstarter now.
Name: Wes Paugh
Company: Fusion Reactions, partnered with Dinofarm Games
Job Title: Lead Software Developer
Favorite Classic Game: Perfect Dark
Quote: This is the only game for which I think the term ‘even more perfect’ isn’t completely asinine. Goldeneye established paradigms for the genre that are rarely met with as great success by games with much larger budgets and much more content. Perfect Dark ramped up the formula in almost every way.
The difficulty of the game is cyclically reinforced by its pacing. Level / encounter design was woven brilliantly with story and non-combat objectives to provide non-life-threatening, but often intense, breaks, but I still felt free to explore at my own pace if I wanted. Further, each mission’s golden path was short (3-10 minutes), so they could each be brazenly unforgiving with to-the-second timing that had to be researched and rehearsed to be successful on the harder difficulties. And yet, it was never any less fun or intense going back to easier ones. I just felt more awesome taking the improved skills back in time.
Everything about Perfect Dark felt streamlined and polished, with enough to do to keep me satisfied no matter what experience I craved. Throw in a phenomenal multiplayer and it’s a formula that has kept me coming back for a decade, especially with its recent XBLA rebirth.
Bio: I began working for Fusion Reactions just under two years ago, with prior experience on Vicarious Vision’s Spider-man 3 as a scripter, with a degree in Software Engineering from RIT.
Fusion Reactions had decided to develop an iPhone game, somewhat on a whim. A roguelike RPG called 100 Rogues was born of our partnership with Dinofarm Games in Westchester, NY. Where our team brought software know-how to the project, Dinofarm’s Keith Burgun and Blake Reynolds brought design, music and artistic expertise.
My current work is the continued support for 100 Rogues, with more character classes, worlds and monsters, and features they require. I am currently the iPhone Game’s only full-time software developer.
Project Name: 100 Rogues
Project Info: 100 Rogues is a re-imagining of a genre of games called roguelikes. The genre is defined by strategy against a wealth of opponents with esoteric and widely varied abilities, including the world itself.
Set across a series of 3 dungeons (at time of writing), the player must navigate downward between floors, encountering new monsters and defeat each dungeon’s boss, becoming stronger along the way.
The game currently has 3 unique player classes (Crusader, Wizard, and the recently shipped Scoundrel), each with their own combat advantages and strategies focused around the skills they can learn as they progress.
Although the game is relatively short, completing it is no easy task, and could scarcely be called the point of playing. Randomly generated dungeons, permanent death without chance of reloading from a save point, and different skill-tree decisions make each play through a unique challenge that can take month of practice to reach and defeat the final boss.
Production values also raise 100 Rogues beyond the traditional roguelike, with fully-animated pixel-art, which gives the game a distinct, rich look. We poke fun at genre conventions relentlessly, too; the primary quest-giver nearly passes out from boredom as he hands down the done-to-death ‘Go Kill Satan’, and one player class is actually one of a race living, breathing skeletons… only she, in particular, has been killed and reanimated.
The game is constantly expanding and moving forward, with a fourth player class and world already in the works, a challenge mode with strategy puzzles that will continue receiving additional content, and a bevy of new game modes and features ahead.
Article Source: http://100rogues.com
Tomenet : A multiplayer roguelike game review
One Sentence Review:
Multiplayer version of ToME, a variant of Angband, one of the great roguelike games of our time.
Tomenet is a multiplayer roguelike game that originated as a variant for the multiplayer roguelike game Mangband. Both of these games are based on the original roguelike game “Rogue” and other well known classics such as Nethack, Moria, Angband, Tome, and many others that any true gamer from the 80s should know and love. The largest hurdle that was met in the creation of the multiplayer versions of these games was that the single player versions were all turn based and that wasn’t a feasible model for a multiplayer version of the game. This creates an interesting combination of difficulty and fastpaced gameplay that very few other games can rival. Another interesting part of the game is that it includes “artifacts”, items that can only be found once in the universe, so the multiplayer versions had to adjust themselves accordingly to create a fair environment for all player involved. Getting used to your character being an “@” and some of the most feared monsters in the games being “U”s, “D”s , and “P”s definitely creates a bit of a challenge for anyone not used to this sort of game. Dungeons constantly create new items and monsters to be challenged, and the evil “RNG” (Random Number Generator) is the allknowing entity that decides whether you survived at 1000ft in the dungeon or meet your ultimate demise by some ungodly U that’s far out of depth and can destroy any mid level avatar in an instant. Overall, this game is challenging and will show you all the things that new games should be based on, instead of who can throw a touchdown pass or shoot the most terrorists in a single swoop.
If you consider staying awake until the sun begins to shine through your basement window, this is the game for you. Hectic battles, insane amount of deaths, interesting chat, and an overall great community make the funfactor in this game one of the best I’ve ever played. I give this a 10 out of 10 as far as how much fun it is to conquer that dungeon level after 8 hours of staying awake on caffeine pills and Mountain Dew.
This game is one of the most difficult I’ve ever played considering the fact that it’s a turn based game turned realtime, with no real changes to the benefit of the player. The dungeon scales considerably quickly, so expect to stay at low depths for lengthy periods of time to acquire the proper equipment and resistances required to descend further. I also give this a 10 out of 10 for difficulty considering I’ve only seen one player truly master it, after 10 years or so of refining his skills. Anyone up to the challenge of proving me wrong is more than welcome to, but it won’t happen!
This game is completely free, no charges ever, just a quick download and you’re good to go. The main site for Tomenet is http://www.tomenet.net and is maintained by C. Blue as far as I know. Kudos to him for hosting his server and keeping this game alive through the years. He should implement some sort of donation system because I definitely owe this game something for the years of fun I’ve had playing it. 10 out of 10 for value.
One thing about this game is that you will never have to “replay” it per se, rather the game will force you to start over unlimited times until you create the perfect build and get all the gear necessary, only to die to some insane pack of Greater Balrogs at 5000ft that all decide to breathe on you at the same time without mercy. Considering how tough it is to really get into this game I only give it a 6 out of 10. This game is not newb friendly and don’t try to play it unless you’re a hardcore gamer with a love for getting pissed off at your computer every few hours.
The only sound I’ve ever seen this game make is by the /page command, which creates beeps from your motherboard speaker I believe, unless they changed it so it goes through your actual sound system, but i doubt it. Only giving this a 1 out of 10 unfortunately.
Load up itunes and put on your favorite songs for this one, absolutely no music. 0 out of 10.
The only graphics that this game includes are ASCII ones like any true roguelike should have. They are definitely an acquired taste but once you get used to a | being a sword and a D being an Ancient Dragon, they really become par for the course. I rate this a 5 out of 10.
Considering the main servers are located somewhere in Europe, there is a small amount of lag on the Tomenet server. If there was a larger fanbase I’m sure US servers would pop up and I could increase the rating as far as stability goes, I rate this a 5 out of 10.
Unfortunately this is the part where I need to rant on something that needs to be changed. Basic controls are simple, but performing any action in this game is tedious and requires an extensive knowledge of the macro system, and how to create these. Once you get used to them, it is easy enough, but for a newb, this part of the game can be most daunting and create a tough experience. I rate the controls 2 out of 10.
My history with this game:
This was one of my first multiplayer games I’ve ever played, starting in 1995 with Mangband 0.5.4 and never looking back, I’ve played on and off since then and I wouldn’t be suprised if I will play this and other multiplayer variants for years to come. If there was one game that defines all the things I like in a game, Mangband/Tomenet would be it.
Overall I give Tomenet a 8/10, if they created a more newb friendly experience, this game would be one of the most popular ever!