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Berserk 7DRL - DAY 3

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Kornel Kisielewicz:
A little later than usual (because yesterday I didn't have time, and today I had a power outage), but here's the 3rd day (birthday day for me ^_^) release of Berserk:

http://chaosforge.org/files/berserk-day3-bin.zip

Official features:
-- knives and bombs! (under "k" and "b")
-- crossbow reload ("r")
-- energy consuming running mode ("TAB")
-- revised combat and knockback system

Unofficial features:
-- a new s-o-b monster

I'm interested especially in how the new combat and knockback systems feel. Any suggestions/opinions welcome. Also I would like to know wether the new monster is a challange despite it's really low speed. Note that this is the first release where the player can be knocked back! Also, look out for the bomb radius :).

Fingerzam:
This version is easies and much more fun. Did you increase Gatts' damage, or lower the hitpoints of beasts?

Quoting: Kornel KisielewiczAlso I would like to know wether the new monster is a challange despite it's really low speed.

Well, they are really easy to handle due to their low speed, but if they manage to hit you, you'r dead. This creates certain tension to the game, you have to run away from 'em to handle 'em alone.

Quoting: Kornel Kisielewicz-- knives and bombs! (under "k" and "b")

Knives definitevily need something more to make them unique. Either higher damage or piercing perhaps? Haven't tried bombs yet.

Quoting: Kornel Kisielewicz-- energy consuming running mode ("TAB")

Running mode rocks! Makes the game more tactical.

Quoting: Kornel Kisielewicz-- revised combat and knockback system

How exactly is the combat system revised?

My current record: 498 beasts, 79 bulldemons and 16 mandagores

Malek Deneith:
Quoting: Kornel Kisielewicz-- knives and bombs! (under "k" and "b")
I agree with Fingerzam that knives lack something that would make them stand out - especially since there are only 5. As for bombs, they can be amazingly ineffective damage-wise at times

Quoting: Kornel Kisielewicz-- energy consuming running mode ("TAB")
Very usefull

Quoting: Kornel Kisielewicz-- revised combat and knockback system
Apart from the game beeing a bit easier, and the player knockback, I didn't notice any changes. Also I must say I dislake player knockback - while I understand why you want this implemented, in effect it only gets frustrating

Quoting: Kornel Kisielewicz-- a new s-o-b monster
Actually Mandragoras didn't feel too powerfull for me - every time i fought them they went down easily, I'm still more on a lookout againts bulldemons, than mandragoras.

Kornel Kisielewicz:
Quoting: FingerzamThis version is easies and much more fun. Did you increase Gatts' damage, or lower the hitpoints of beasts?
I changed the combat system altogether.
Quoting: FingerzamKnives definitevily need something more to make them unique. Either higher damage or piercing perhaps? Haven't tried bombs yet.
The main advantage of knives should be their versality -- you can't fire nor reload the repeating crossbow in close combat, but you can throw a knife. I think that knives might come in handy in situations where you are in close combat, but need to kill another more dangerous incoming monster. If you have any other ideas to up the knives then tell me. Strikethrough is absurd imho :/.
Quoting: MalekAlso I must say I dislake player knockback - while I understand why you want this implemented, in effect it only gets frustrating
Well, I would like to hear the ideas of others about it. I may reduce the amount of knockback on the player for example, restricting it to realy powerfull blows.

Kornel Kisielewicz:
ROTFL, I just noticed that there was a bug in the defense code, that reduced the chances of monsters making a defense to almost zero :|.

I solved the knives problem, by making Knife damage dependant on Strength -- will be usefull in the future -- when stats will be modifible, and when strenght boosts will happen (eg. Berserk mode in which it will be the only aviable ranged weapon)

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