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Frozen Depth 1.02 released!

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Blade:
After a year of work Glowie have released new version of Frozen Depth roguelike. It was second roguelike that i have played(right after DooMRL)). I like this game because it have really "cool" atmosphere, and very interesting gameplay system. I know that it's only mine opinion, but i like to listen to The Cure when playing it, this music fits this game.))

DisaffectedBeta:
I just played through it.  Got quite far before some rather evil enemy buried me in stuffed animals (not really, but sorta).  I like its straightforwardness.  Minimal keypresses to memorize, but still a good number of dungeon features.

The site seems to be down at the moment; was going to ask the designer a few questions...

I will say I probably would behead the sages if I could.  They're a bit hypercapitalist for my taste :)

Blade:
One more thing: this game was won without savescumming only 1 time ever.)) I have won it only WITH savescumming just to see, what will be in the end. Very funny thing happens when you kill final boss on dlvl 50.))

I'm very unlucky with sages. I sometimes travel 10-20 levels without finding any sage or Goddess shrine. Anyway, imho they are not sages, no wise man will be standing still and buying used weapons and armors deep in the frozen caves.))

DisaffectedBeta:
OK, thank you for mentioning that with sages.  The first, like, three times I played, I kept running into sages early on.  One time twice in three levels, and so on my next game I gleefully stored a ton of goods waiting to unload them on the sage I'd see...  and I never saw one..  I'm like, I don't know how many levels down and I haven't seen one yet.

They may yet be sages, they seem unhindered by cold (or heat or monsters).  Maybe they've achieved enlightment, but the cost is that they have to sit around, torturing adventurers with high prices.

And yes, after dying too often, I've decided to savescum :)  The only time I don't like to savescum is in the not-technically-roguelike Dwarf Fortress, since it still sorta contributes to the world when you die, and Doom, just because I'm hardheaded.  Any roguelike that will have your old, dead characters somehow affect the world later always gets a plus in my book (like the old nethack, if I recall correctly).

Rabiat:

--- Quote from: Blade ---I like this game because it have really "cool" atmosphere, and very interesting gameplay system.
--- End quote ---

I just did a couple of test runs and really enjoyed it. The cold setting is done very nicely, perhaps with the exception of some monsters that don't really fit the atmosphere. I'd prefer to see only cold-themed monsters in this setting.

I was impressed by the equipment system. You can wear armour for defense as well as clothing to keep you warm, which adds a credible dimension to inventory management. Also, the equipment screen will warn you if there is an item in the inventory for an equipment slot, by marking the slot with an asterisk. Switching items in slots is easy and straightforward. Having a single 'use' item command in stead of 'eat', 'read', 'quaff', 'zap' etc. makes sense, although scrolling through the entire inventory every time is a bit of a hassle.

Eating food just to keep warm seems kind of artificial, but it works. I'm not a big fan of satiation in roguelikes anyway.

Learning new skills seems to require quite a bit of experience. I haven't had the opportunity to learn a single skill in any test run so far.


--- Quote from: DisaffectedBeta ---I will say I probably would behead the sages if I could.  They're a bit hypercapitalist for my taste :)
--- End quote ---

After playing a dwarf fighter a couple of levels, bashing monsters with a cursed bow stuck to his hands, not being able to afford an uncursing spell is pretty frustrating. That sage was so lucky my wand of frostbolt ran out of charges. :)

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