[HN Gopher] Rogule: A dungeon a day keeps the Balrog away
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Rogule: A dungeon a day keeps the Balrog away
Author : seventyhorses
Score : 276 points
Date : 2023-03-05 04:13 UTC (18 hours ago)
(HTM) web link (rogule.com)
(TXT) w3m dump (rogule.com)
| someweirdperson wrote:
| The manual ("?", top left) says "press the . key to rest".
|
| The big dot between the cursor keys doesn't seem to do anything.
| And on mobile there's no keyboard to push a . key.
| themodelplumber wrote:
| It's the button in the middle of the graphical arrow buttons.
| You need to tap it more than once to see your health start to
| go back up. Similar to other games of the type.
| qbasic_forever wrote:
| Very cool! I love the use of emoji as icons. I'm surprised more
| simple games don't make use of them.
| asicsp wrote:
| I used them for a TUI game. Could've used some Unicode
| characters too.
| duxup wrote:
| I've started using them instead of png icons or svgs and so on.
| They fit in with typical text very nicely.
| singpolyma3 wrote:
| Is it just me or can you just walk to the exit and win? Maybe
| today's map was just bad?
| libraryatnight wrote:
| Well that was charming - we'll see if I remember to come back
| tomorrow, but I enjoyed that in the moment :)
| [deleted]
| amsterdorn wrote:
| Well made! Clever to use Twitter as scoreboard, though there
| should be some key-based method to verify people aren't
| fabricating their scores :D
| thih9 wrote:
| Or posting spam / advertising competing games.
|
| I wonder why twitter hasn't explored exclusive hashtag write
| access, coupled with api, as a business model. Maybe if they
| were less dev hostile.
| [deleted]
| moconnor wrote:
| Clojure - cool, I haven't seen this in the wild for ages!
|
| https://github.com/chr15m/rogule.com/tree/master/src/rogule
| benrutter wrote:
| That is wild! I've always wondered with functional programming
| what it would actually look like to have a game written in it-
| guess this is my answer.
| tmountain wrote:
| For a good look at what game programming can be when you
| fully abstract side effects away, check this out.
|
| https://github.com/rofrol/elm-games
| pmontra wrote:
| It's great that it can be played on a phone by touching the arrow
| buttons.
| Razengan wrote:
| Love things like this, bookmarked it before I even opened the
| website.
|
| Just wish there was a dark mode, and that the feedback link had
| other options besides email.
| kaibee wrote:
| With the caveat that I do play a good amount of roguelikes, this
| one was far too easy. It needs better levels. You should add some
| algorithms that reject bad level generations. This one was
| beatable by killing the first two monsters and walking to the
| exit. Try generating levels until you get one where you need a
| strategy that is not that simple? Idk.
| chrismorgan wrote:
| You can actually just walk straight to the exit, no need to
| fight anything.
| n4r9 wrote:
| Agreed. This isn't quite like the classic roguelike in which
| it's a struggle to survive and a miracle to win. In fact it
| may be unrealistic to expect a "daily" game to have that.
| This is more about getting a high score and sharing with
| friends how you approached the same dungeon.
| WastingMyTime89 wrote:
| > This isn't quite like the classic roguelike in which it's
| a struggle to survive and a miracle to win.
|
| Most classic roguelikes are reasonably easy to win provided
| you know and follow the obscure, nearly impossible to find
| by yourself and very rigid optimal way to go. That's why I
| like to call checkbox ticking games.
| roenxi wrote:
| You're just playing them wrong. The optimal way to
| appreciate rougelikes is to spend days reading the source
| code and constructing a set of spreadsheet models,
| simulators and research collection of obscure forum
| posts. Then grind patiently along the extremely boring,
| very rigid optimal way to go.
|
| No checkboxes ticked.
|
| It is exhilarating.
| pixl97 wrote:
| Ah, the average Eve player. One day they'll even realize
| it's a game and not an accounting job
| n4r9 wrote:
| "Easy" is not the same as "easy after years of practise".
| jackstraw14 wrote:
| > In fact it may be unrealistic to expect a "daily" game to
| have that.
|
| Why? Plenty of roguelikes and -lites have daily seeded
| runs. The genre is pretty much optimal for a "daily"
| format.
| n4r9 wrote:
| Apologies, I was being too brusque. I mean that this new
| "Wordle variant" kind of popular daily game which takes
| about ten minutes, is easily shared with friends and
| family, and requires hardly any practice/knowledge, is
| not that well-suited to rogue-likes. I feel that most
| people playing Wordle variants enjoy getting a daily
| sense of accomplishment after 10-15 minutes, from day 1.
| Perhaps I'm wrong!
| chongli wrote:
| There's a subgenre of traditional roguelikes known as
| "coffee break roguelikes". These games are specifically
| designed to be highly compressed experiences without
| sacrificing the characteristic difficulty of the genre.
| They happen to be a perfect fit for this sort of daily
| game. I'm not aware of any that actually do this though!
|
| The roguelite Spelunky HD has a daily seed with a
| leaderboard. That game can be finished in 10-15 minutes
| (if you're really good)!
| n4r9 wrote:
| Wow, so I was wrong. Thanks for the info!
| ilkke wrote:
| Hah, I believed the instructions and collected all the
| mushrooms before exiting.
| Aeolun wrote:
| Or you can walk up to a random monster and get beaten to hell
| and back. I dunno, that wasn't exactly a fun experience
| either.
| duxup wrote:
| > You should add some algorithms that reject bad level
| generations.
|
| How big a request is that?
| xwdv wrote:
| I wish you could come across the graves or dead bodies of other
| players where they died and perhaps loot items or something.
| guites wrote:
| This has strong Tibia (the mmo) vibes. Would also love it,
| although the maps would have to be a bit bigger, or maybe the
| drop rates smaller.
|
| This would also make it harder for the first adventurers and
| gradually easier for late comers (more bodies/more loot)
| duxup wrote:
| I really enjoy the simplicity of the UI and ease of playing.
|
| I wish there was more of this on the web.
| DerSaidin wrote:
| `Rogule 2023-3-5`
|
| Please zero pad month and day!
| Madmallard wrote:
| An elaboration on Sokoban with influences from Wordle and other
| modern micro-content
| boo-ga-ga wrote:
| Lovely game, great idea! Would like to see more projects like
| this:)
| OscarCunningham wrote:
| I've been playing this daily for a while. The issue I've found
| with it is that your health recharges every 100 steps. This
| creates a divergence between the fun way to play and the way most
| likely to win. The optimal strategy is to spend a long time
| button mashing between enemies, and to run back and forth for
| ages when facing a powerful enemy. I think it would be better if
| your health didn't recharge (with the enemies rebalanced to
| accommodate this). This would force the player to actually make
| smart decisions.
| yyyk wrote:
| They could also add a rest button? At least the 'proper' way
| wouldn't be too annoying then.
| tantalor wrote:
| There is a rest button!
| safety1st wrote:
| The proper way would be "hold '.' and pray nothing shows up
| to one shot you"
| kQq9oHeAz6wLLS wrote:
| I find self-imposed rules make things like this more fun. Sure,
| you could run around and get your health back. Or you could
| tell yourself "that's not fun" and just...don't do it.
| sidlls wrote:
| If the mechanics are tuned to assume you'll regain health
| this way, self-imposed rules add a pointless challenge.
| You're just "gaming" the game in a different way that defeats
| the purpose.
| NoboruWataya wrote:
| Isn't this a fairly central mechanic in many of the traditional
| roguelikes though? I know rogue and nethack both have this and
| it means that finding a safe place to rest for a while is an
| important part of your strategy. In nethack at least, there are
| more, faster enemies and you also have hunger to contend with
| so trying to rest to recharge your HP isn't an easy or boring
| way to play.
| OscarCunningham wrote:
| Sure, but in this version there's no hunger, and you can
| usually face the monsters one at a time.
| mcphage wrote:
| > Isn't this a fairly central mechanic in many of the
| traditional roguelikes though?
|
| It's half of the central mechanic. The other half is hunger--
| if you starve you die, so you need to keep moving to find
| food. That forces you to balance between moving too fast (and
| running out of health) versus moving too slow (and running
| out of food). If you take away half of that equation, the
| whole mechanic breaks.
| tigen wrote:
| Speed (low moves #) to win is an important bragging factor in
| some roguelike communities. Can be part of the score.
|
| Or try adding a time->danger game mechanic like Spelunky.
| openpaycard wrote:
| [flagged]
| ocimbote wrote:
| it's the kind of site I could appreciate notifications from.
| Especially since it's not demanding my time and attention, and is
| quite fun and lovely.
|
| Unlike, you know, pretty much every other site.
| leetrout wrote:
| And a plug for the 7 day rouge like challenge which just started
|
| https://itch.io/jam/7drl-challenge-2023
| saboot wrote:
| This is the type of thing where I am staying up just to play it
| again.
|
| I would suggest a simple "how to" pop up, like a question mark
| button on the side.
| dsr_ wrote:
| 4 hours later -- I see a question mark button on the upper left
| side. It shows a very brief but useful set of instructions.
| duxup wrote:
| This is why I sometimes let support tickets "mature"
| sometimes ;)
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(page generated 2023-03-05 23:01 UTC)