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Messages - sambojin

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451
Other Games / Re: Pocket games thread
« on: February 13, 2017, 03:45:55 pm »
^This. Can't wait for online multiplayer (apparently the dev is looking at ways of implementing it. He's worried it'll make the game too long. It's usually 20-60mins a game, so you can usually fit one in on a long lunch-break).

I'm not that good at it, but it's quick and fun. I can even recommend paying the few dollars for the extra races, not so much for the different starts, tech paths or number of opponents, but because the graphics are so damn cute.

If it ever gets different map types, sizes and has a slight re-balance pass (navigation ships are probably a bit too good right now), I'll be playing this forever. It's already pretty good as is, even if I can't get a decent score to save myself.

It's got a tiny 3.5mb footprint on your phone anyway (60mb on SD), so you may as well have a copy of it on there permanently.

452
Subscribed. I'll be happy to help out with bug checking and balance testing where I can when the time comes for that. It's looking good Admiral.

453
Other Games / Re: Pocket games thread
« on: February 11, 2017, 08:21:24 pm »
Quick update for stuff I missed for Soul Knight: There's combat pets. I don't know if there's any difference between them, but I've got the cat, pig and robot so far. They're just free mini-npc helpers. You can still hire NPCs, pets do almost no damage, but free is good. I've got an idea the robot might have a ranged attack while the others are melee only.

There's bows in the game too. Charge 'em up for more damage, representing you pulling the string back further. There's a perk to speed up charging time too. Kind of changes your playstyle from run'n'gun to cover-sniping. Feels good. There's magic staffs too, which tend to be shotgun'ish or multi-directional weapons with elemental effects. Burn, poison, freeze etc. There's tonnes of other stuff, but they're just off the top pf my head on the big groupings I missed.

There's a crate you can buy in your base upgrades, which means you'll always start with another low-end weapon. I thought it was single-use, but after you've bought it (1000 ingame thingies, like the pets) you'll always have it. Makes it easier to decide on character build perk choices, and you'll never be stuck with just the starter pistol. Shotties, better pistols and assault rifles in it for the most part, but they're useful for the first few floors. Random, but it gets you going if the RNG is screwing you on weapon crates and shops.

There's also a safe that gives you a few coins to start with (handy for early floor purchases, even 2-4 gold can make the difference), and a book that ups your critical chance (I'm not sure, but that might be the melee looking stat on characters and weapons. The last one. More is better and there's a perk for criticals being piercing shots as well).

Oh, and the Wizard character is awesome. A little squishy, hopeless in melee, but amazingly useful. Chain lightning FTW! It's like you've got a good spare ammo-less weapon at all times, and it's the perfect opener to any fight. They might have to tweak the cooldown a bit, because you can often use it 2-4 times per room (whereas the knight might only get 1-2 uses of dual wield. Then again, he scales with the weapons used and the lightning doesn't. Dual wield is far better for bosses too).

There's statues/shrines that you can worship at too. I don't know what they all do, but the Knight one gives you an occasional free NPC melee helper randomly for one room (they don't stick around, but they do respawn in other random rooms), the Assassin one (or was it rogue?) lets you fling a fan of knives every once in a while, the Elf one gives you a whole room radius blast effect when you use your special (only 2'ish damage, but it might be nice on the rogue or wizard character) and the Magician one gives 4 free homing projectiles per special use (do unto others as they have done unto you). There's a fair few, and they're about the cost of an NPC hire for the buff they give.

Oh yeah, there's chest mimics too. It scares the crap out of you the first time, and they're pretty tough (and in a small room with no cover). Shoot lots. Keep shooting. Don't stop shooting. And hope your armour can take the damage. Evil bastard mimics.

Character upgrades seem to go: +1 armour, +1 health, +20 max energy, -cooldown(?), +skill time/damage(?). Not sure on the order of the last two. But the Knight's dual wield burst lasts long enough to get through two waves in a room, and who doesn't want more chain-lightning damage to soften everything up into 1-2 shot range? Even the +20 energy is great for the Paladin (who's huge limitation is ammo). It makes it slightly easier, but I got to the second boss with only the first upgrade on the Knight, and still haven't gotten further with them all on him now. I'm pretty bad at taking cover :)

Weapons seem to go white, green(>?), blue(<?) orange, red for "order of rarity". Probably. There may have been a yellow in there too. Reverse Wonderboy II health order or something for weapon rarity? A rainbow of killy fun. This doesn't actually give you any idea of its power or usefulness, but I tend to pick up or buy most things until I know what they are. Try them in a room or two if you don't know. You can always swap back afterwards. Thank god for a universal ammo pool. You can actually use whatever you find (though not necessarily all the time. Just mostly, if you like it).


My sad progression (there's only three full levels so far):
Got to 2-5 and died on the big robot boss with the knight character. Had a frost sword and a nasty laser. Was using a splitter cannon before then (think the flak cannon secondary fire from Unreal Tournament) but couldn't resist the freezing effect. Dual wielding twin frost swords was too cool to pass up. Damn near killed him with it too.
Did it again with a sniper rifle and a big homing rocket launcher. Died again......
Got there again, with a Shotgun Pro (tight spread shotty) and a Glacier (freeze on crit sniper rifle, 48% crit with my perks) and killed him. But died to the last few bullets bouncing around. Grrrrrr. I might record an EveryPlay thing so others can feel my pain >:(


I'll add more features as I find them.




A couple of youTube vids of early gameplay (I play way more riskily than this):

https://m.youtube.com/watch?v=6M5uFcMweBs (yep, there's a tutorial)

https://m.youtube.com/watch?v=KKpNDsv010o   (this one's up to the first boss, though there's the Grand Magician instead of the Knight sometimes as well)

https://m.youtube.com/watch?v=lxyk4kBLxh0   (seems to be on bluestacks/NOX, so movement isn't great, but there's a bit of melee gameplay with a pitchfork)

454
Other Games / Re: The Warhammer 40K Games Place (AKA, GW is a harlot.)
« on: February 11, 2017, 05:34:23 pm »
As mentioned in the Pocket Games Thread, BFG: Leviathan now has a free demo on iOS and Android. If it's been the cost driving you off before, now's the perfect time to give it a go.

It's only the tutorial and a mini campaign, but it's a pretty good conversion of TT rules. It might be great for MP if you decide you like it after the demo, or just fun to slowly chunk through the campaign.

It also highlights some of the GW games library problems, whether it's publisher, developer or GW inspired. They just miss the point, even while coming close. Even when you've got a fully functional translation of TT rules directly to the electronic medium (which is what we all want), they decided that culling back the race list and fudging dice rolls for false difficulty was a "good idea". Writing good AI is difficult, but fudging rolls later in a campaign is especially noticeable when you're using d6's (I haven't got far enough in to see it, but apparently it's how they've done it). Adding new ship classes isn't hard, especially if they were added to MP for testing purposes first to save them writing actual missions/campaigns for them, but there hasn't been any move to do this at any reasonable pace either. Hell, I'd even forgive them if they proxied art resources until they could afford models for them, just like on tabletop. A text box and firing arcs is all you need. Christ, they could IAP races, ship types, campaigns, whatever to fund further development. But nope. 2 Races, and false difficulty.

So close, yet so far from what people want. And they wonder why even their fans aren't jumping on the bandwagon.

Still, it's free, so you can shake your fists with abandon in your spare time without it costing you anything. Maybe a larger player-base will get those problems fixed all the quicker. Even demo d/ls, not full copies, just to encourage them. Because it's really good, even while being "GW bad".

455
Other Games / Re: Pocket games thread
« on: February 10, 2017, 11:14:08 pm »
Soul Knight is a roguelite twin-stick shooter similar to Enter the Gungeon and Nuclear Throne, but on Android and with auto-aim. Don't let this fool you though, it's still pretty damn hard. Currently in Early Access, so there'll be improvements and content additions, but it seems feature complete from a gameplay perspective. And it's pretty damn good too.

It uses a room mechanic similar to EtG, rather than the open playfield of NT. Every few levels are themed (first level group is knights and wizards, second is skellies, etc) with a boss to kill at the end of each lot. It's all RPG/medieval themed overall, but with guns. Lots of guns. About 120 in all.

There's plenty of character choices, a few for collectable currency, a few for real money. They've all got different stats, health, armour (regenning health), energy max (your ammo pool) and their own "special" that's on a cooldown. The knight dual wields for burst firepower, the rogue dodge rolls, the magician lightning bolts stuff, the vampire creates bat swarms and life-leeches, etc.

There's a levelling system (permanent health/stat upgrades) before a run paid with collectable currency, and an ingame level-up perk after every few levels cleared. Stuff like better accuracy, more health potion drops, melee weapons reflecting bullets (yeah, there's melee in it too), immune to traps, immune to fire/explosions, wider lasers, cheaper store prices, etc. There's quite a few, all with varying usefulness to make a character build from. You get 1 choice from 3 ala NT's levelling system, so there is some decisions in the matter.

The guns are fun with a wide variety available. You can only carry two at a time, so choices must be made. They all run on "energy" as a basic ammo pool, with stronger guns using more energy per shot. There's plenty of zero energy use weapons around, including your basic starter weapon and backup melee punching, so you're never *that* constrained by it. You get a bit more energy after each room is cleared, there's energy potions, and the starter knight character has a good energy pool anyway. So let 'er rip. There's everything from basic pistols, to shotguns, to swords, to smgs/assault rifles, up to multibarrel rocket launchers, gas grenades, death beams, lock-on missiles and charge-up bubble blowers. I've only had about 6 runs, but I've found some fun stuff to use every time and haven't ever felt a lack of choices in them. The further you go, the better the found and bought guns get (I had heaps of options by level 2-2, some pretty powerful).

The graphics are in good pixel-art'ish style, the sound is great with a good up-tempo soundtrack, and it seems to be a good all-round product. Controls are tight and responsive, movement is fast and fluid, and enemies and room layouts are varied enough to not be boring. No real grind or hoops to jump through (you can grind if you want, but it's not a barrier to progression or content) and it seems pretty fair and free overall. Most importantly for a roguelite twin-stick shooter, the weapons are great and abundant and the enemies are tough enough to need them. So give it a go, Early Access or not. It's a really good game, and I'm glad there's some decent stuff like this coming out on mobile these days. I'd happily play it on PC right now, so that should give you an idea of how far along in development it already is (and how fun it is to play).

456
Other Games / Re: Pocket games thread
« on: February 10, 2017, 08:42:56 pm »
Battlefleet Gothic: Leviathan now has a free demo available. It seems to work fine on even low-end phones (although I've had a lockup when directing bombers) and is a good recreation of the TT wargame from what I can see. I've only done two tutorial levels for now, so I'll see how it pans out later on, but so far it feels great.

The demo comes with a tutorial and a mini-campaign. I don't think there's multiplayer included, but it might just be locked behind progression somewhere. Really tiny footprint on your phone (3mb on phone, 120'ish mb on SD card), graphics are good, sound is fine.

I'll have a bit more of a play around, but I probably will end up buying the full thing, just for MP. Hopefully the free demo will expand the player-base considerably too, making the purchase all the more worthwhile.

457
Other Games / Re: Sid Meier's Colonization (Classic)
« on: February 09, 2017, 04:37:50 pm »
Oh, it's also a surprisingly moddable game as well. There's a few .txt files that let you edit pretty much everything.

"names.txt" is the main one, letting you edit everything from hiring costs (for cheating purposes) to cargo/building prices (for differing economies) to AI use of units (may crash game, but have a fiddle for different era's and unit types).

It's all pretty easy to read and understand. Way easier than DF modding due to its brevity. I don't know of any mods actually made by anyone, but I've always wanted to have a crack at making an Australian one just to see if it would work. May be a bit weird due to mechanics->nations->history and the time period, but so's vanilla Colonization in some ways. Sort of an alt-history, the Great Australian Revolution.

458
Other Games / Re: Sid Meier's Colonization (Classic)
« on: February 09, 2017, 04:10:09 pm »
Loved Colonization (and FreeCol). The extra civs in FreeCol are nice, giving a few extra playstyles to try out. Though admittedly, some are a bit OP (Russian fur-trapping almost always gets you a huge lead in your initial exports, which means early scouts and ships, and where there's beavers, there's wood too :P ).

I found that an early scout rush of 2-3 scouts was the best strategy. Free gold, free resources, and getting to know where the tribes are for expert gathering/farming/fishing training is a massive boon in the early game. It gives you stuff to do early on, and is "how the game is meant to be played" (I didn't realize how big a difference it makes for ages when I played this originally. Having 2-3 scouts or more, not just 1. It's a bit random, but even just visiting tribes is a huge help. And you're not "just pressing Enter", you're doing useful stuff). Every scout will almost always earn you far more than even an expert in production would, and any that don't go *poof* can come back to town after you've nabbed all the nearby goody-huts (ruins) and first-contact-free-resources from the natives (you don't get a positive for being the second-to-meet any village, just info/aggro). Doesn't really matter what your docks are filled with, throw them on a horsey and go a-plundering (nicely of course). I usually let the home civ transport the first 1-3 treasure caches, after that I'll probably have my own galleon. Buying certain experts is perfectly acceptable (an early'ish statesman for founding father "research" and eventual production bonuses is probably worth it, or an expert in your main production type), so's speeding up dock times (everything's a basic scout or pioneer for a bit of extra cash at worst).

The "no criminals" founding father is one of my top choices early on, because it saves so much time and micro on training as well making your docks better. A useless free expert is still a colonist. But you'll want almost everyone to be expert'ish eventually, proper col or not. Natives ain't bad at some stuff. The "custom houses" one is a top pick later on, because they're brokenly good. If custom houses comes up early, grab it anyway. Screw taxes, screw embargoes, instant trade, don't ever miss out on this one (its not "necessary", but in classic Col it's brokenly-good). "Free transport of treasure" isn't bad either, because it turns 1000 gold into 2000, and 6000 gold into 12000, for no effort at all. Works on ruins, not just conquering native villages. Saves you buying a galleon until you actually want one, which is a big saving anyway. It *sort of* reads as: "You just made 4000 gold or more for choosing this guy, as long as it's still pretty early and you're still scouting. Almost (sometimes) every time." Which is nice. A huge swing on cash/cost, even for one poor find, and you may find more gold than that. You really should be investigating all ruins as it is, just to deny them to others, even if it kills a scout (try to use actual colonists or seasoned scouts on horsies, never criminals (definitely) or servants(? forget if they give a negative)).

I found that the only real let-down of the game is that the best strategy is to only ever have 1-3 towns. Most often I have two proper towns at endgame, and maybe a "native reserve" army barracks on completely indefensible terrain with no walls (sell them before the revolution, or just before it falls) if I'm food/pop capped in the other two towns. Harsh, but true. They're pretty amazing before the revolution, they'll cav-snipe what they can, but I've gotta prioritize somewhere. I don't want to have difficulties taking it back either. Just two proper towns works best though. Go high, not wide, with max defenses and main production/liberty boosters in your main towns. Then over half the motherland's army will splat itself on your cannon laden fortresses, and you can sally forth after that.



((some will poo-poo my picks on FFs above. But like anything Civ related, it's all about turn-advantage. MP or against the AI. Not having useless colonists on the docks (or ones you *have* to train or missionary out) is 5-10 turns pop of movement/production advantage in many cases. No bads = good, and it will save you plenty of movement/training time and native village slots to do it with, not just time on the docks. Stuyvesant's instant trade and being able to flood the rivers with tea is 5-20% trade advantage, never losing your terrain advantage, and insta-tick income (rather than multi-turn "lumps"). So you can buy stuff earlier to scale that to your advantage (after 100+ goods build-up lag), and always have your main goods saleable at low taxes as well. Cortes is random, but you always should be aggressively scouting and taking ruins anyway, so it makes that so much better when it pays off (even de Soto doesn't give that sort of swing. 4000+ gold production advantage is worth quite a few turns of advantage, even optimally done, and you did it without any movement time or ship cost. Always positive results doesn't equal immediately bankrolled with no cost. Hernan Cortes does). And if you do get into a native war, then at least it has a reasonable chance of a good outcome for you as well))

459
Other Games / Re: Pocket games thread
« on: February 03, 2017, 11:56:37 pm »
Doom Warriors - Tap crawler is what you get if you combine the dungeon exploration mechanics of Gumballs & Dungeons with a tap based "shooter". Honestly, I'm still not sure I like it. But I'm going to mention it because I tend to like everything Doom orientated.

You couldn't really stream this game and explain what's happening on your side of the screen. Because what's going on would appear from the outside to be you having an epileptic fit, thrashing away at your screen as quickly as possible, while swearing sometimes. It's innovative, I'll give them that.

For everything that you thought "fuck that" about the whole Pokemon-Go walking around thing, this'll probably still get your heartrate going, even as you sit on your arse. And in theory, should void your phone's warranty due to basic screen abuse after a bit too.

It's kinda cool. Worthwhile playing for a tiny bit, preferably with someone else filming you for the lols. You probably wouldn't look as ambulatory on a tablet, but on a phone with double thumb tapping and your tongue slightly hanging out, it's golden.


There's weapons with AoEs, perks and roguelite progression systems, risk/reward on map exploration and "worthwhile" progression, but the basic combat mechanic is dumb as shit. Possibly in a good way. Or in an RSI inducing one in any case. It's not hard to explain, but you have to play it to understand why it's dumb and cool at the same time.

Give it a burl, just for giggles on game design.



((you'll never know when you should be using your bigger weapons, but it's Doom related. So probably as often as possible. I'm not sure if there's a strategy there, but I wish there was. One of this title's few big downfalls, even as a very simple game. But hey, I played it for about 20 mins. There's probably a "thingy" or a "feeling" for ammo consumption and the use thereof you'll get on extended play of it. But even knowing a 1-3/1-6/2-4/3-6/3-9/whatever monsters *before* the encounter would make it a better game))

((There's no fucking exit button. This is a crime. If you're going to make a game and want people to respect you, put in an exit button in your app. Or get tossed in the bin as someone that doesn't create "a whole program". It doesn't show that you're still working on it, or that we're committed to the functioning of it, end the fucking program so we don't have to task-kill it as a nuisance, and we'll come back to it happily. I honestly don't care if you skipped the last sections of your game development course. You released your game on the playStore, there's IAPs in it, so how's about you learn how to deallocate resources and give an exit button to the user hey? Just to look half-way professional.
/rant))

460
Other Games / Re: Pocket games thread
« on: February 01, 2017, 04:48:28 pm »
Per character type, but unlimited use after purchase. They're in groups, like druid/druidess, fighter/valkyrie, and you get both for $1 (or maybe cheaper, I use Aussie dollars, but the game was made here as well). You get them forever (it's a character type unlock, even though you already had them, they can go below 300 feet from now on). It's also for all copies of the game on all Android devices, so if you've got a phone and a tablet, you can always use those characters on both devices to unlimited depth from now on.

Think of them as character packs. Once bought, you can use them on as many runs as you want. You just get an unlimited trial up to 300 foot depth before that, so you can figure out which ones you'd like to buy. They've all got different skill trees, attributes, etc, and all play differently enough to be worthwhile considering. But if you only have $1-2, pick your favourites.

I don't mind the business model, because it makes what would have been a game with an upfront cost into an unlimited demo instead. Try before you buy, which is good for a roguelike, because they're often complicated enough and come in so many different flavours that you wouldn't buy it unless you knew you liked this particular one.

Kind of how I like the Trese Brothers model as well. The free demo is fully functional, there's just not all the content there. But enough to know if you'd be happy to spend money on the full game. This one's just split it up into even smaller one-off transactions, so you can get a full game pretty damn cheap if you only like playing a couple of classes in roguelikes anyway.

There's 16 classes divided up into 8 groups (different flavours of the same class kinda), at a dollar for each group. So you could get a wand-caster and a book-caster for $1, that have subtly different ways of zapping stuff. Or the fighter/valkyrie group for an armoured, possibly dual wielding fighter and a sword and shield valk. Different skilltrees but similar gods in each group. But yeah, they're unlimited use after purchase (no one's that silly or confident in a roguelike to pay per run). $8 for all of them, but you can get "the whole game" for $1-2 if you only ever intend on running with a few classes. Or you can stagger your purchases over a few months if you want them all, but don't have the cash for all of them straight away.

It's a strange business model, but it seems pretty fair considering the quality of product and the genre it's in. Not much different from buying gems, etc, for a character unlock in other titles, but you'll definitely know you like that character type before you pay for it.

I'll probably throw a dollar or two at it, see if I like the later content (roguelike dungeon levels are "content" due to the different challenges you face deeper down), then decide if I want the rest of the classes.



((edited previous post so it's more intelligible on what you're buying. Kind of. English is my first language, I'm just bad at it sometimes))

461
Other Games / Re: Pocket games thread
« on: January 31, 2017, 11:31:34 pm »
But back to my usual thing on phones. Roguelikes/lites. These all deserve more than a quick paragraph, but meh. Try 'em out and give 'em one yourself.

Cardinal Quest 2 is a light hearted little romp through a few areas killing bandits for reasons (haven't quite finished chapter 1, died at boss area) with a nice little stat and cooldown based skill system, a bit of randomish loot and some nice maps. Grabbing whatevers from houses is a Zelda bonus, but it's fun. Simple skill tree, simple items, very Pixel Dungeon-like, but better in many ways. Nice interface, easy enough character unlocks, is fun.


Caves (roguelike) is another goody. It's got a bit of roguelite progression due to you keeping your gold/emeralds and starting item blueprints, a fair amount of customization for your starting character due to choosing stats, items and weapons/armour choices all being available straight away, with further permanent progression available longterm as well. The goal? I'm not sure. Get more gold, more loot, and kill stuff. I like the aesthetic, I like being able to mine out walls to set up strategic areas from the get-go, and I love being able to either invest previous gubbins into a run or be given real options from the start even without this. I'm surprised I don't see more people lauding this as an amazing roguelike.


WazHack is a side scrolling roguelike with great graphics, an easy/complicated interface, and more "normal" roguelike systems. Yep, everything from completely unidentified potions/scrolls/weapons/armour/gems, right down to the floor level 2 cursed Amulet of Strangulation (and you not bothering to pet-check it first). It's semi-shareware (try it out to 300 foot depth with any character, but it's $1 per character-group "unlock" to actually play the game beyond that. Once unlocked, use those character-types as much as you want), but I've got an idea that this might be worth it for a couple of the more interesting ones to play. Very Nethackish, but with lightsourced 3d'ish graphics all in a 2d side-on perspective. Weird, Waz, but probably wonderful.


462
Other Games / Re: Pocket games thread
« on: January 31, 2017, 03:40:54 pm »
ShooMachi is a nice little bullet-hell vertical shoot'em up on android. I love shoot'em ups, but usually of the Tyrian "nice and easy and customizable" style, so bullet-hells usually scare the crap out of me on mobile. Except this one. This one's great.

It's in the fantasy RPG mould, using weapons instead of guns, you can level-up/grind for more HP/damage, and you can take a few hits without instadeath. No penalty on death either, just re-try from the level you were up to, or from one before it. So yeah. A nice, easy bullet-hell made for people like me :)

There's no weapons customization (each character has a single weapon set) but there's a few different types of weapon setups available early on. It's got a nice little "the closer you are to the enemy when you kill it, the higher the points you get" thing going on, and these points charge your super weapon, which gives even more firepower and points, which levels you up quicker, so there are some nice risk/reward mechanics at play here.

Graphics are bright and colourful, sound isn't bad, and unlocks of "costumes" (additional stats for each character) are easy enough to get for free with a tiny bit of grinding. Pretty small footprint on your phone too. One handed play is standard, because it's just movement and a double-tap for your super. I never thought a bullet-hell would work so well on a phone, but this one does.

If you've ever wondered just how many sprites your phone can manage onscreen at one time before it slows to a crawl, this'll find that out for you within 10mins. It's a lot, even on a crappy phone like mine. It'll also make you feel like you are an arcade ninja master, even though you're not. A really quality example of the genre, so give it a go for some brain-free shooty dodging fun some time.

No energy system, no paywall, no bullshit. No online requirement either, unless you want to check the scoreboards or get achievements. Just a nice fun little game that you can get good at, or get unbelievably awesome at, if and as you want. I highly recommend it for anyone searching for a decent shoot'em up on mobile. Only real IAP is perma-xp gain/no banner ads, and I'm going to throw the dev the $3.49 Aussie for it, simply because I've never liked bullet-hells on phone before this one (and I've tried a few).



(the hit-box is at your feet, despite where the rest of your character sprite is. I think. Or that little heart thing I just noticed, probably. It's incredibly lenient anyway, which is why I like it. The lvl 10 boss has been the only real difficulty bump so far. Easy is easy'ish, hard is actually hard. It's nice like that. I can finish lvl1 on hard with a lvl20 sorcerer character without an outfit, so it is possible, but it gets pretty friggen insane in later levels. Poor 8mil score, but done :) )

(it loops after 10 missions, then it gets slightly harder, but nowhere near the easy/normal/hard mode difficulty jump. And you unlock more characters. The magician (the flamethrower one) is great for big scores, the archer is good for the lvl 10 boss, and the sorcerer is great for general progression. I only have the +70 alchemy/0.3%vamp/-1hitbox outfit on the archer (killed the boss at lvl24'ish, so late as, but wasn't trying it "safely" before that. Damn scores....), so it's easy enough to loop within one day with a bit of level grinding on easy. I've got a 159mil score on lvl8 already, so I'm pretty sure the highscore boards are legit considering how hopeless I am at this sort of game, and I've only played it a bit)

("Ever wanted to play a bullet-hell shooter, but you're a white guy with poor reflexes like me? ShooMachi is for you!"
This game seems to have the right difficulty curve, progression and lack of barriers to entry to the genre compared to so many others. It still gives a real sense of accomplishment, but it doesn't drag you all the way back to the beginning, sobbing, when you're just learning a level or stuff up a bit. It doesn't really hold your hand, but it doesn't kick you in the nuts either. You feel like you're getting better at it, and it didn't cost you a cent.)

463
Other Games / Re: BuriedBornes (Android Game)
« on: January 22, 2017, 02:56:33 pm »
Yeah, some of the buffs/debuffs seem counterintuitive, ending up on the wrong side of the screen than you'd expect. I have no idea if they're doing what I think they should be doing and it's a graphics bug, or if they really are helping the enemy.

Found a chest with 1000 soulstones in one run and decided to unlock the necromancer. Wow. Having barrier and shield as your class item "thingy", as well as scouting/PIE/Dex, makes things go much more smoothly. It's not necessarily easier or more powerful, but it's way less random at the beginning.

Could we get a list of each classes expected "thingies" going too? There doesn't seem to be much on the wiki in the actual jobs page.

Like Priest: Overheal/Rest, PIE/Str but for the ones you don't start with. Gives an idea of what you might like to try next.

Necro is Scouting/Barrier/Shield, PIE/Dex, starts w/ Dark Sphere(Int)/Summon Zombie(PIE)/Sacrifice(-2 barrier, extend buffs)/Wait. Not bad as soon as you grab another PIE or Dex skill. Starting with free move zombies gives a really good building block for a run, and barrier/shield items give you the breathing room to find stuff.

Any suggestions on what class to unlock next?

464
Other Games / Re: BuriedBornes (Android Game)
« on: January 21, 2017, 06:39:30 pm »
Nice.

Just had an abortive run where I switched out my shield item and died on f6-7'ish. Annoying because I had beserker (2x damage given and received), full charge (5x damage the turn after a miss) and a free dex skill on a mage. Could happily miss my free attack and then fireball/icesplinter for some pretty stupid damage that early on. Would have loved to see how that scaled and if it was really 10x or 7x or whatever damage-wise. 2.5k+ damage was quite nice to see that early in the game.

This was straight after another cockup on f10 with a priest where I had an enormous amount of +PIE for that level (500'ish), zombie, demon, shield break and the PIE freebie attack to cycle for burst, and enough shield that the demon didn't touch me on summon. Stupidly put them all on cooldown right before the floor boss. And forgot that overhealing and items is what priests do in the run-up to that. Duh......


465
Other Games / Re: BuriedBornes (Android Game)
« on: January 21, 2017, 02:58:28 pm »
I hadn't mentioned this in the pocket games thread, because I wasn't sure if it was too basic or too unfinished enough for basic consumption yet. I rather enjoyed it.

You can get some ridiculous combos of skills going that'll 1-2 turn most things, with free actions and status effect chains all keeping stuff immobile for you. Until you don't and you die. I forget where I got up to, but it was way past the ancient knight. I may have just suicided because it was like an endless dungeon at that point, me being virtually unkillable (or rather, everything else being easily killable) and having lucked out on such a good item/skill set that it was almost impossible to upgrade. Was still quite fun.

If you like ohNussy's style of games, I implore you to try out DeckDeDungeon2. It is seriously the best deck builder I've ever played. Same bad translations, but you'll get used to what everything does after a bit. Persist with it and all that card text becomes second nature (kind of). If you liked the internally synergistic combos in BuriedBornes, DDD2 cranks that up to 11 and rips the knob off. Great art, nice and free (within 3-5 days of playing you'll have everything you need card-wise) and god damn, the combos........ Cool "altered dungeons" too, so you'll have to learn to play a few styles of deck, there's no optimum deck for all dungeons. It's a little buggy, but still very worthwhile a look.

(Note that DDD2 takes a fair bit of space on your phone, ~250mb, and the first few loads take a while, but it's worth it.)


Huh. Weird. I can't find DDD2 on the playStore anymore. Part 1 is there (completely different game), but part 2 has disappeared. So has DeckDeFantasy, which I used to be able to see, but not d/l (Japanese only release at present). Maybe they ran out of server cash due to the online component?

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