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Messages - singalen

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46
Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: November 21, 2016, 19:50 »
That's a great update! I really love it.

Though, don't call a statistics silly - it's the primary way to know the truth.
As for my opinion, project needs to collect 50% in the first three days, or it is. Yesterday the funding curve looked pretty bad, like it was going to flatline on 50%, today it's inclination has increased, which is great. I'm totally with you on the point "more work to get message spread", and I wouldn't be confident in Kickstarter; I would be active as if my life depended on it.

Even the spike in the end doesn't happen without a heavy-marketing-lifting.

I wish you a great success in that!

47
Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: November 17, 2016, 14:25 »
Day 3 is not over at all, and already brought ~3%. Not too bad.
Holding my breath, tracking: http://www.kicktraq.com/projects/2020043306/jupiter-hell-a-modern-turn-based-sci-fi-roguelike/#chart-daily

Sidekick predicts success with a 71% probability. Given the marketing campaign doesn't read it and relax.
http://sidekick.epfl.ch/campaign/643979114-jupiter-hell---a-modern-turn-based-sci-fi-roguelike

...OMG, the prediction went down to 40% while I was writing this. Well, it's always on the verge.

48
Really? I read that you get a surge of donations near the end of a drive as well!
The article I read (from kickstarter's research team) was that you typically get 5% of your total funding in the first day.

Not always: https://www.funded.today/blog/the-myth-of-the-kickstarter-spike-at-the-end
Sometimes there is a spike at the end, sometimes there is not. And it doesn't happen by itself, one needs a good amount of marketing work.
I'm probably overly pessimistic, but you know, when starting things this big - better safe than sorry :)

49
Hope that will be enough.

The 1st day is (almost) always the most popular. I believe, the first three days must collect more than 50% of the goal in order for the project to succeed.
My concern is that the most part of the amount is thanks to Gold, Platinum, Diamond and Lords of Chaos supporters, and I believe that resource is almost exhausted.
I would already be thinking about a marketing campaign to whip up the funding.

There's a lot of captivating reading on Kickstarter fundraising: https://www.google.com/search?q=kickstarter+funding+curve&oq

50
Well, at least one comment was useful. 13 minutes to go. Holding my breath...

...backed and shared with a personal message to a selected ones.

I believe, there should be a big green Kickstarter link on the frontpage.

51
I totally love the game already and trust your experience!
I totally will back and share the news.

Bad thing is that I don't like some things about the video.
Maybe I'm just annoying. Especially, 6 hours before launch.
But, having participated a little in launching Kickstarter campaigns, I would say...

* For a good Kickstarter, video indeed is the most important thing.
* First 6 seconds spent for just the logo? Seriously? There must be an attention grabber in the first! You're losing an too big percent of the audience here.
* The same - about the name at 0:13-0:19. Leave it to the very end.
* It looks like "permadeath" is the only good thing to say about the game. Really? If it's anywhere near DoomRL or AliensRL, there are so many more things to say. Spam with usual "321 uniques, 9.5 classes, 987 character development paths, rich story (whether it's there or not)", show more combat, show inventory screens, show BOSSES.
* Really, show some action in the first 7 seconds. Maybe just a hint, half a second, but clearly visible.
* Really, show a boss. Big is impressive. Maybe even from DoomRL, I know.
* The 3 earlier posters are awesome. Hope they will appear in the campaign.
* I'l try to back in the first hour, but... er... 1:00 AM? No promises.

Sorry for the late comment.

52
Somewhat affected. I use the same SDL as in DoomRL.

53
General Discussion / Re: Status Update : November 2015
« on: December 24, 2015, 08:50 »
One extra cannister slot along the tool-belt for the stuff needed when the lady is on her period?
-50% health and constant berserk each 7th level, I'd say.

54
Requests For Features / Re: Levers ideas
« on: October 02, 2015, 02:03 »
The "shoot-at" lever has to be triggered by player actions (moving between a lever and a monster), so it's a very rare case - way more rare than being spawned near a 2-3 napalm barrels and an Imp. If the game limits trigger to direct hit only, it will become even more monster-safe, while retaining the random element.

The "walk-in" lever can only be triggered by monster if you kick it in with a shotgun, or an explosion, so it's a very rare case too, plus a great opportunity for a skilled player.

I generally like the idea. The lever could become a "wall with a lever", which is more Doom-like.

I also like the "appearing modpack" idea - I'd play even if this stays statistically bad for me.

Hahaha, a mod idea: a lever that makes a slot machine: generates 3 random monsters in a row, or a square of 3x3 monsters. Get 3 Imps in a row, and you get a Plasma Rifle. Get 3 Arch-Viles in a row, and win a Firestorm Pack. Get 3 Nightmare Arachnos, and win a Nano Pack or a GCB. After you kill them, of course.

55
Requests For Features / Re: Challenge modes ideas - old and new.
« on: September 21, 2015, 15:11 »
Angel of laptops: you cannot move diagonally.

56
Requests For Features / Re: sokoban
« on: February 17, 2015, 06:14 »
I was thinking once about a "Soko-Doom" mod. Start with actual Soko-Ban, then find a gun on L10.
Then throw an Imp into the mix.
Add Int2 to be able to play Pacifist Puzzler style.
Make some walls (in)destructable and such.
Find a Acid-proof boots and pour some acid.
Include life counter into the puzzles.
Add Lava boots and Fireproof boots. Mix lava and acid at your taste.
Add a Red Armor and make pushing a napalm barrel into a lava part of a solution.
Wow, that's some ideas...

57
Post Mortem / Re: [M|AoHu|100%|9|YASD] Death to ONE misstep
« on: December 14, 2014, 10:58 »
Out of plain stubbornness and inflexibility :D
Thanks.

58
Post Mortem / [M|AoHu|100%|9|YASD] Death to ONE misstep
« on: December 14, 2014, 07:42 »
It was worth killing everything including 4 arachnotrons on AoHu, just to forget that I swapped Acid-proof boots for Tactical boots.

In my defense I can say that I was distracted by the strongest opponent, my 4-year old daughter.

Not a very remarkable AoHu run otherwise.

I was happily carrying a gift of a Fireproof Red armor and two Enviro-suits for Cybie... an d'oh.

And only now I thought that with Dodgemaster I wouldn't need these. Well, anyway.

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 sogo, level 6 Arch-Vile Lt. Colonel Technician,
 committed a stupid suicide on level 1 of the Deimos base.
 He survived 87804 turns and scored 26348 points.
 He played for 2 hours, 38 minutes and 38 seconds.
 He didn't like it too rough.

 He killed 259 out of 259 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Humanity!

 He saved himself once.

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 4
  Levels completed : 3

-- Awards ----------------------------------------------------

  UAC Star (bronze cluster)
  Hell Champion Medal

-- Graveyard -------------------------------------------------

  ###########################################################
  ...........====########.............######........#........
  ..........====#########..............####....}|...#..|.....
  .........====##########..##########...##........../...|....
  ........====###==================###.......[..#####.....[..
  .......====###====================###........}#!..#########
  .......===###======================###.....}||#...#========
  .......===###=====&..........&=====####..|!...#...#========
  .......===###====..##########..====####..|....##++#==######
  .......===###====..##########..====......||........==/..|}.
  .......===###====..##########..====...|............==/...}}
  .......===###====..##########..====####|......##+}#==######
  .......===###=====&..........&X====####..;....#.|.#========
  .......===###======================###........#...#========
  .......====###====================###.....#...#!?[#########
  ........====###==================###...}....|}#####}....||.
  .........====##########..##########+..##|.........}.|}...!.
  ..........====#########..............####.........#|.......
  ...........====########.............######........#.[......
  ###########################################################

-- Statistics ------------------------------------------------

  Health 0/10   Experience 15902/6
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

  Class : Technician

    Hellrunner       (Level 2)
    Son of a gun     (Level 2)
    Dualgunner       (Level 1)
    Dodgemaster      (Level 1)

  SoG->SoG->DG->HR->HR->DM->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   blue armor [4/4] (83%) (P)
    [b] [ Weapon     ]   shotgun (8d3) [1/1]
    [c] [ Boots      ]   tactical boots [0/0] (88%)
    [d] [ Prepared   ]   pistol (2d4) [6/6] (T1)

-- Inventory -------------------------------------------------

    [a] pistol (2d4) [6/6] (T1)
    [b] rocket launcher (6d6) [1/1]
    [c] minigun (1d6)x8 [200/200]
    [d] red armor [3/6] (49%) (P)
    [e] fireproof red armor [4/4] (81%)
    [f] 10mm ammo (x100)
    [g] 10mm ammo (x53)
    [h] 10mm ammo (x100)
    [i] shotgun shell (x41)
    [j] large med-pack
    [k] large med-pack
    [l] homing phase device
    [m] envirosuit pack
    [n] envirosuit pack
    [o] power mod pack
    [p] power mod pack
    [q] technical mod pack
    [r] agility mod pack
    [s] acid-proof boots [0/0] (100%) (A)
    [t] shell box (x100)

-- Resistances -----------------------------------------------

    Plasma     - internal 0%    torso 20%   feet 0%   

-- Kills -----------------------------------------------------

    75 former humans
    39 former sergeants
    9 former captains
    37 imps
    32 demons
    44 lost souls
    14 cacodemons
    2 hell knights
    4 arachnotrons
    2 bruiser brothers
    1 Arena Master

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  He defeated the Hell Arena Master!
  On level 5 he found the Arena Master's Staff!
  On level 7 he sneaked into the Phobos Lab.
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 8 he assembled a fireproof armor!
  On level 9 he entered Deimos Lab.
  On level 9 he assembled a tactical boots!
  On level 9 he finally committed a stupid suicide.

-- Messages --------------------------------------------------

 Fire -- Choose target...
 You see : floor
 You reload the shotgun.
 Fire -- Choose target...
 You see : floor
 You are hit! You are hit! You are hit! You are hit! You are hit!
 You reload the shotgun.
 Fire -- Choose target...
 You see : an arachnotron (heavily wounded) | floor | [ m ]ore
 You reload the shotgun.
 Fire -- Choose target...
 You see : an arachnotron (almost dead) | 10mm ammo (x24) | floor | [ m ]ore
 The arachnotron dies.
 You reload the shotgun.
 There is a lever here.
 Argh!!! Acid! You die!... Press <Enter>...

-- General ---------------------------------------------------

 990 brave souls have ventured into Phobos:
 939 of those were killed.
 2 of those were killed by something unknown.
 4 didn't read the thermonuclear bomb manual.
 And 23 couldn't handle the stress and committed a stupid suicide.

 22 souls destroyed the Mastermind...
 1 sacrificed itself for the good of mankind.
 17 killed the bitch and survived.
 4 showed that it can outsmart Hell itself.

--------------------------------------------------------------

59
Discussion / Re: Weapon/Armor effect calculator
« on: November 19, 2014, 14:21 »
Thanks!

60
Discussion / Re: Weapon/Armor effect calculator
« on: November 15, 2014, 05:30 »
Great stuff!
Do you have it hosted somewhere?

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