[HN Gopher] Shattered Pixel Dungeon is an open-source traditiona...
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Shattered Pixel Dungeon is an open-source traditional roguelike
dungeon crawler
Author : notamy
Score : 699 points
Date : 2024-03-21 00:21 UTC (22 hours ago)
(HTM) web link (github.com)
(TXT) w3m dump (github.com)
| JoshTriplett wrote:
| Highly recommended. It's a fork of the original Pixel Dungeon,
| and quite a bit more fun than the original.
| Borealid wrote:
| I'm not really sure what this is doing on Hacker News, but the
| game (Shattered Pixel Dungeon) is fun.
|
| One of the nicest features is that whenever you observe an effect
| that unambiguously tells you what a potion/scroll does - such as
| throwing a potion - that type of object is automatically
| identified for you. In more "traditional" hack games you'd have
| to write notes yourself even though obviously a thrown potion
| exploding into fire means it's a potion of liquid fire, right?
|
| Shattered Pixel is a good way to kill some time on public transit
| or similar.
| ToValueFunfetti wrote:
| Nethack identifies objects once you've observed their effect as
| well
| Pwntheon wrote:
| Only in the most obvious of cases. Your cat reluctantly steps
| on an item? Cursed. Grey stone moved less than X tiles when
| kicked? Loadstone. Hundreds of these.
| schoen wrote:
| Some, but not all. For example, "Call a white potion:" or
| "Call a scroll labeled VE FORBRYDERNE:" prompts. These often
| appear after observing an effect where an experienced player
| or one consulting spoilers knows what the potion or scroll
| must be, but the game didn't auto-ID it.
| notamy wrote:
| > I'm not really sure what this is doing on Hacker News
|
| Incredibly fun game, open source, and in a genre that likely
| fits well into many HN users' interests. I rediscovered it
| recently and remembered it was open source, so why not submit
| it?
| DrSiemer wrote:
| The title should include a [year], to save people like me
| from needing to check if anything significant changed in the
| game that made me miss half of a trip to Thailand in 2014.
| 12345hn6789 wrote:
| The game has regular updates, so sort of.
| matt_s wrote:
| Thanks for submitting it, I have never heard of it. Maybe
| because I exist in the iOS "walled garden" and generally game
| on console only.
|
| Do you know what game engine its based on? Or is it a custom
| thing?
| bru wrote:
| Custom AFAIK. There's an iOS version:
| https://apps.apple.com/us/app/shattered-pixel-
| dungeon/id1563...
| SkyBelow wrote:
| I think the open source part is the main justification.
| Getting kids into tech and programming seems a HN sort of
| article, and an open source game is one way of doing it. Much
| more advanced than the entry level things like Scratch Jr.
| and not nearly as wide spread an audience, but a great step
| around the high school level for the few who wants to get
| deeper without committing to some formal education.
| klik99 wrote:
| I saw this post and immediately thought "there's probably a lot
| of potential trad roguelike fans on hacker news", for one thing
| it's probably the genre with highest percentage of fans are
| devs or have dabbled into game dev.
|
| SPD is a good gateway to brogue, DCSS, cogmind, qud, etc
| aireo wrote:
| I've already mentioned Cogmind, but Brogue is a beautiful
| game with tight gameplay. Another great recommendation.
| IggleSniggle wrote:
| It's not a roguelike really, but Brogue was my gateway to
| CDDA (Catalysm: Dark Days Ahead). Not sure if I've lost
| more of my life to one of those or to Slay the Spire. I
| don't regret it one bit.
|
| Been meaning to get into Cogmind (which seems even more
| aesthetically appealing than Brogue) and Caves of Qud, but
| I have children now, and must wait until they are of age
| before re-engaging with such things.
| aireo wrote:
| Brogue was my introduction to the genre. I also tried
| Golden Krone Hotel, a beginner-friendly title (and the
| first one I beat)! I played CoQ for a while, too, but
| there's something about Cogmind that clicked with me. I'm
| not very good at it, but it's a _total_ blast.
|
| And I agree with you -- it is, imo, the most beautiful
| roguelike that I've seen or played. And it's got hundreds
| of unique sound effects, too, which makes a huge
| difference.
|
| I've thought about CDDA, but honestly, the amount of
| material there is intimidating. But it looks very cool.
|
| These games are indeed dangerous! I don't have kids, but
| I'm still in school, so I have to be careful. When you
| have some time, definitely give Cogmind a try. Hope you
| enjoy it!
| klik99 wrote:
| You probably know all this, but for others:
|
| Cogmind is a lot of really thought out small touches that
| sum up to an engaging experience despite at first glance
| looking like any other roguelike. It's got great
| animations/explosions and an intuitive UI.
|
| The developer is the main mod of r/roguelikedev, has been
| running a great blog for years where he dives deep into
| aspects of roguelike dev
| (https://www.gridsagegames.com/blog/), and is also just a
| wonderful human who genuinely loves supporting the
| community and playing roguelike games.
| zenorogue wrote:
| Sure, CDDA is a roguelike -- the word was supposed to
| mean primarily a specific way of controlling the
| character, introduced in Rogue. Everybody in the
| roguelike community calls it a roguelike.
| fho wrote:
| I spend some time in Cogmind and can confirm that it is
| one of the most aesthetical pleasing ones.
|
| But these days I don't really have the time to really get
| into games and after discovering only little of the lore
| I lost interest :-/
| II2II wrote:
| The fun part is trying to identify certain items before
| actually using them. (The guesses won't always be perfect, but
| you can greatly improve your odds.)
| jasonjmcghee wrote:
| Game dev is historically pretty popular on hn.
| uaserussia wrote:
| Skyrim had that mechanic. You could eat ingredients for potions
| and if you had a duplicate it would tell you the effects, and
| the next time you found the ingredient again you would know
| what it was.
| zelphirkalt wrote:
| Good that they also have potions, so that no poison in the
| world is strong enough to kill you in Skyrim (or is there
| one?)
| wishfish wrote:
| There is one raw ingredient in Skyrim which will kill the
| player. But it can't be found in the wild. It's given to
| you for a Dark Brotherhood quest. But you don't have to use
| it in the quest. Can keep it for later use.
| mminer237 wrote:
| Don't Nethack and DCSS do that as well?
| schoen wrote:
| DCSS does; NetHack _sometimes_ does but there are very many
| cases in which you observe some effect and are then asked
| "Call a milky potion:" or "Call a scroll labeled ANDOVA
| BEGARIN:".
| mock-possum wrote:
| I can also recommend POWDER as a solid not-many-frills classic
| roguelite.
| lupusreal wrote:
| It would be nice if you could manually identity items though;
| sometimes the context you get a potion from tells you what the
| potion is but you have to remember that until you use it. Using
| the stones of intuition for this kind of seems wasteful.
| axus wrote:
| It's reminding me I need to rebuild my very-slightly-modified
| version to keep my Google Play developer account active!
|
| Shattered Pixel encourages variants and branches, though
| sometimes Google tries to block the blatant clones that want to
| publish on Google Play, even though the license and developers
| want that outcome.
|
| On the other thread of "brutally punishing", there is the "Too
| Cruel" variant of an earlier version of Shattered for those of
| us who need more difficulty. PD is more like a long game of
| chess than a dungeon crawler.
| whalabi wrote:
| I was aware of Pixel dungeon but didn't realize it was available
| on PC, Mac, and iOS.
|
| Particularly impressed that it builds for iOS when written in
| Java - turns out the game is built on libgdx which builds for all
| these platforms.
|
| Also, it's fun if you like roguelikes.
| bilekas wrote:
| This is cool, I love a good roguelike especially on my phone for
| flights and other time sinks.
|
| I am curious though, why is the iOS version EUR4.99 but the
| Android version is free ? I've seen this a lot actually and have
| always wondered, I figured it might just be Apple's annual
| developer license fee but not sure.
| sphars wrote:
| Yep that's exactly the reason, plus not wanting to compete with
| Pixel Dungeon. The developer talked about it when first
| announcing it was coming to iOS
|
| > Shattered Pixel Dungeon will cost $5 US when it fully
| releases on the App Store. I'm charging because of a mix of
| Apple's higher platform fees, not wanting to undercut Pixel
| Dungeon, and because Shattered is releasing in a much more
| finished state.
|
| https://shatteredpixel.com/blog/shattered-pixel-dungeon-is-c...
| chongli wrote:
| I'm on iOS and I paid for it without hesitation. Evan deserves
| it, just read his blog for the game [1] to see how much he puts
| into it!
|
| [1] https://shatteredpixel.com/blog/
| awelxtr wrote:
| I guess it is the same reason Anki isn't free either on iOS:
| you must pay Apple's dev account whether you make a profit or
| not
| grodriguez100 wrote:
| And also because historically iPhone users have been more
| inclined to pay for apps than Android users.
| Biganon wrote:
| Last time I checked, having an app on the Android app store
| costs $14 a year, vs $99 a year on the Apple app store
| tecleandor wrote:
| Isn't it that the Google Play store is a one-time $25
| registration fee (and never again) but the Apple App store is
| $99 every year?
| Townley wrote:
| Excellent game, I lost an embarrassing amount of time last year
| getting all of the badges.
|
| The mobile versions are great because they're ad-free, and work
| without internet access when on airplanes. And since it's turn-
| based, it's very interruption-friendly. The Reddit community is
| also a lot of fun: equal mix of strategy and memes.
| boothby wrote:
| All of them? I gave up on that goal partway through the
| pandemic; I spent about a year's worth of occasional games
| without seeing Tengu and eventually accepted that I wasn't
| interested enough to get that 6-challenge badge.
|
| Strategy on Reddit, you say? Perhaps that could help. But,
| perhaps it's better if I don't spelunk that particular
| rabbithole.
| Townley wrote:
| For the last badge, it wasn't masterful strategy: I played
| until I got lucky with an overpowered Ring of Wealth run, and
| farmed the dwarven floors for like 3 days before breezing
| through the demon halls and ascending. That one and only six
| challenge run landed with 1,050,700 points, which was just
| enough to get the final "Over 1 million points" badge.
|
| That was the last round I played, almost a year ago. I
| consider myself free from the game now, but look back on it
| fondly :)
| PlunderBunny wrote:
| I love roguelike games (still miss you 100 Rogues), and I played
| Shattered Pixel Dungeon 77 times before finally winning with a
| Rogue class. Once I'd done that, I never had the urge to play it
| again.
| rjmill wrote:
| Well, there goes the rest of the week. I don't install games on
| my phone, but I always give SPD a pass because open source. The
| first time I installed it, I almost lost an internship because I
| was too focused on the game. The most recent time I installed it,
| my wife thought I was cheating on her because I was acting so
| shady and obsessive about my phone. Don't say I didn't warn
| y'all.
| Quiark wrote:
| If you only play open source mobile games and are afraid of
| wasting your time, make sure you avoid the factory tower
| defense game Mindustry which presents itself at
| https://mindustrygame.github.io/
| subtra3t wrote:
| Was on my way to suggest this game to avoid, which is also
| available for free on desktop.
| rizky05 wrote:
| Man, anyone will do what you are suggesting to avoid! we
| will bear the sin together.
| rjmill wrote:
| Oh no, it's on f-droid, my hands are tied! I'll have to
| _ahem_ contribute my free time to this important open source
| library.
| epiccoleman wrote:
| Honestly though, Mindustry is so much better with
| keyboard/mouse controls. It's a shockingly good mobile
| factory/automation type game, but I'd just rather play it on
| PC. (Or Mac, which runs it fine)
| IggleSniggle wrote:
| Sure, but it's much harder to hide your laptop screen under
| the covers at 2am, back to spouse, shielding the light,
| keeping your secret safe. Plus, a screen tap is much
| quieter than a laptop k/m.
|
| ...What? Nobody else is doing this?
| pjmlp wrote:
| I have tried multiple times to play Mindustry, but always end
| giving up, it doesn't seem that well tested on touch screens.
|
| On one of my phones it doesn't even render whole the items on
| the screen, making some actions unselectable.
| jasonjayr wrote:
| The item box is scrollable. I didn't realize that till
| later in my game play. (I had been playing desktop version
| for some time)
|
| Also, the small activation regions for some
| items/blocks/selections suggest it may be easier to play
| with one of those touch-active styluses.
| pjmlp wrote:
| Thanks for the hint.
| Quiark wrote:
| Yeah I finished all of Mindustry on mobile, around half
| of it with stylus (it has a rubber ball)
| ComodoHacker wrote:
| And if you play on PC, also avoid Tales of Maj'Eyal
| (https://te4.org/), because of its depth and almost infinite
| replayability.
| indigochill wrote:
| The crazy imaginative class selection in ToME (special
| shoutout to the chronomancer) easily makes it my go-to
| roguelike, but I do find I have trouble really feeling what
| the impact of my build choices are, although this is a
| common feeling with roguelikes - I probably feel it more in
| ToME because it feels like every level-up has a much
| broader decision space than most other roguelikes. Also
| that most enemies (at least early game) aren't a major
| challenge until you hit one that wrecks you.
|
| Most of the time I go with "rule of cool", blaze ahead, and
| die somewhere around the time I get to the sandworm
| tunnels.
|
| The farthest I ever got was what felt like the first real
| boss who just teleports you to <FUN> which came out of left
| field and my character in that run was _not_ prepared to
| handle that.
| ComodoHacker wrote:
| I'm still trying to beat it on _normal_ difficulty. The
| farthest I got was first floors of the necromancer 's
| tower, which is about 1/4 of the game AFAIK. I resist the
| temptation to try any add-on, there's so much fun without
| them.
| eek2121 wrote:
| That is why I am a fan of games that buff your character
| over repeated runs.
|
| If more games did this, the difficulty slider could go
| away. As an added bonus, there is a satisfaction of
| getting to the point where you are so overpowered the
| game essentially breaks (see: vampire survivors)
| mdaniel wrote:
| the "open source" part https://git.net-core.org/groups/tome
| (GPLv3)
| ativzzz wrote:
| Couldn't play it on mobile. The UI just did not feel mobile
| friendly at all
| remram wrote:
| What does that mean?
| ativzzz wrote:
| The complexity of the game's interface was not converted
| to a high quality mobile interface. It work, sure, but it
| was not pleasant to use
|
| It's like viewing a desktop version of a website on
| mobile. It's usable, but kinda sucks and made me not want
| to play
| Fnoord wrote:
| How does it compare to They Are Billions [1]?
|
| [1] https://en.wikipedia.org/wiki/They_Are_Billions
| ronyeh wrote:
| They should put this review on their repo README. It's making
| me want to play it. But it's also making me scared to play it.
| jcul wrote:
| I don't play any computer games these days and haven't since
| I was a kid.
|
| But I can confirm that pixel dungeon is an exception, I have
| lost many hours to it, but it has been years since I've
| played it.
|
| IIRC shattered is a fork with slightly different game play.
|
| I do love rogue like games.
| suprjami wrote:
| Make sure you don't install Caves then, it's even better.
|
| https://play.google.com/store/apps/details?id=thirty.six.dev...
| sspiff wrote:
| Contains ads, hard pass.
| INTPenis wrote:
| I'd pay a one time cost of 20-30 dollars just to get rid of
| the ads.
| suprjami wrote:
| Haven't seen an ad in many years.
|
| https://f-droid.org/packages/org.adaway/
| sspiff wrote:
| Me neither, because I don't install apps which have ads
| :)
|
| I've never had much luck with system wide VPN-based ad
| blockers, and I don't have a rooted phone.
| stavros wrote:
| I made a relevant thing: https://nobsgames.stavros.io/
| sspiff wrote:
| I've been on this page before! Thanks!
| suprjami wrote:
| Neat! For a brief time there was that "Honest Android
| Games" and I've wished for a replacement ever since.
| mrgoldenbrown wrote:
| Sites like yours are a welcome addition to the web. Thank
| you! I've been using a similar one:
| https://www.darkpattern.games/
| stavros wrote:
| Thank you! Dark Pattern Games is great as well.
| Toorkit wrote:
| I remember in the Play Games app specifically, you can
| filter games by ads. It turns thousands of games into a
| dozen or so!
| katzenversteher wrote:
| I had the same issue and my solution was: I modified the code
| of the game to add cheats (make my character super durable),
| compiled it myself and loaded the apk onto my phone. Then I
| finally finished the game and my addiction ended.
| vector_rotcev wrote:
| I like this. Both for the astute problem identification and
| the self-empowered solution.
| katzenversteher wrote:
| Usually I try to avoid cheats but I use them it in
| situations where I either get badly addicted or where I
| notice that I'm losing a lot of time with repetitive
| grinding
| lupusreal wrote:
| I just play as an archer/warden. It's a pretty easy class, I
| can beat the game maybe one in five times. Once you get the
| nature footwear artifact you've as good as won, and if you
| get a blooming weapon then it's a cakewalk.
| nataliste wrote:
| Sniper is easier in my opinion. If you find a ring of
| marksmanship, it becomes pretty trivial with the sniper's
| armor bypassing and tier upgrades to the bow.
|
| I think anyone hunting for a first win should play as a
| huntress or mage. Ranged attacks are pretty overpowered in
| comparison to melee and don't require as much position
| play. And since both classes begin with their final weapon,
| you don't need to rely too much on the RNG to survive.
| brightball wrote:
| Well, that's a pretty solid endorsement.
|
| I never tried World of Warcraft years ago until that South Park
| episode came out. Currently about the only games I still play
| on my phone are chess and Plants vs Zombies 2, which for some
| reason has had me hooked since the very first one came out.
| Luckily, my wife likes it too.
| haloboy777 wrote:
| I can confirm everything he's saying.
| Spellman wrote:
| Free Open Source???
|
| Unciv
|
| https://github.com/yairm210/Unciv
| raffraffraff wrote:
| I spent way too much time playing xonotic
| KirinDave wrote:
| If you like these kinds of games but find SPD to be a little too
| mechanically simple and lacking in build diversity, you may also
| enjoy DCSS (dungeon crawl stone soup) and my personal favorite:
| Frogcomposband.
|
| You can play the later at angband.live, and it's an exceptional
| game with incredible depth and variety.
| AtlasBarfed wrote:
| And BTW, if _I_ can figure out how to do Eclipse CDT and get
| the source code running in an IDE, so that I can do LOTS of fun
| things with class skills, you can to! Because the last time I
| did C /C++ was 1998.
|
| Also, Remnants of the Precursors (java) you can do some fun
| things. I got "doomstars" half-implemented, a race skill that
| marks planets with resources or artifacts (archaeology bonus),
| and lots of other fun things.
|
| I really like open source games, half the fun is hacking them.
|
| I have yet to download nethack from the net and hack it though.
| Al-Khwarizmi wrote:
| I agree about SPD. While it's great for a mobile game and looks
| gorgeous, I find the gameplay somewhat shallow for a roguelike.
|
| If I have a monitor and keyboard at hand, I prefer to play the
| likes of ADOM (classic version, not Ultimate), Brogue,
| Legerdemain, Sil, DCSS, etc. which offer more depth, strategic
| complexity and meaningful choices, IMHO.
|
| Haven't tried the frog one, will do at some point.
| plagiarist wrote:
| There was a Nintendo DS port of Stone Soup that I really loved.
| Had some great times provoking monsters into fighting each
| other while I hid in the shadows.
| johnsillings wrote:
| This looks sick. Can't wait to try!
| codetrotter wrote:
| So after reading the positive comments here I went ahead and
| bought a copy for iPhone in the App Store.
|
| I was hoping that it supports controllers, as i recently bought a
| pretty neat controller that you plug the phone into the middle
| of, and you get buttons and thumb sticks on each side of the
| screen. Kind of similar to the joycons you have with a Nintendo
| Switch. This controller is PlayStation branded, but produced by a
| different company that has licensed the right to brand the
| controller that way.
|
| Anyway, I am happy to report that yes indeed this game works with
| my controller. Left thumb stick moves the character around, and
| right thumb sticks moves a sort of aiming square around!
|
| Edit: the pointer sensitivity was a bit high for me, but it is
| adjustable in the game settings and after adjusting it it is
| comfortable
| nihilist_t21 wrote:
| Backbone One? I recently got the non-PlayStation branded one
| for my iPhone and I love it. I had been wanting one for a
| while, and finally jumped when they released the Gen 2 version
| with swappable mounts to support cases.
|
| It's been fantastic for playing SNES games on mobile. I can't
| recommend it enough. Only downside would be the included app is
| hot trash. Always tries to sell you some subscription. Luckily,
| I haven't found the need to ever use the app.
| codetrotter wrote:
| Yep, Backbone One.
|
| I was waiting a bit too, because it's not exactly cheap.
|
| Eventually I found one that was brand new that someone was
| selling second hand because they had bought the wrong
| version. They had the latest iPhone which has a USB-C port,
| but they had bought the Backbone One with lightning
| connector. I have a slightly older model. The iPhone 14 Pro.
| So mine has lightning connector. He got most of his money
| back that way, and I got a discount compared to buying one in
| the store. Everybody wins :)
|
| Anyway yeah, I've been enjoying mine too. I've mostly been
| using it with Nvidia Now or what it's called. Via the
| Backbone app. This way I can play some of the games I have in
| my Steam account on a computer in the cloud using my phone
| and my Backbone One. I only play at home on WiFi, and I'm on
| the free plan so I have to wait in a queue and each play
| session lasts 1 hour and then I have to start a new session.
| Been re-playing one of the modern Tomb Raider games this way
| and have been quite enjoying it so far.
| jeffhuys wrote:
| Oh I know those! I had one for the iPhone 6s, but now my 12 Pro
| is obviously bigger, so it doesn't fit.
|
| So, I 3D-printed one of those holders that holds an XBox
| controller and your phone above it. A bit heavy, but works
| perfectly for all controller-enabled games! And worthy of
| mention, Geforce Now also works! So I'm "PC-gaming" from my bed
| with this, and all for "free" (if you don't count the cost of
| the plastic, phone, or controller lol).
|
| https://www.thingiverse.com/thing:2553522
| demondemidi wrote:
| Ohhhh this is perfect. I hit the wall with BG3 because it got
| mind numbing by the end of Act 2, so I totally needed something
| fast and easy.
|
| NICE.
|
| (Desktop)
| Loughla wrote:
| Got most of the way through act 3 and uninstalled bg3. I like
| that game, but just didn't feel compelled to complete it. At
| that point, it has been so long since the characters leveled up
| that gameplay was just sort of repetitive. There weren't really
| any new tactics to learn and employ.
|
| The level cap killed that game for me, it turns out.
| IgorPartola wrote:
| So I used to play Pixel Dungeon and then saw a bunch of clones
| that looked like it. Is Shattered Pixel Dungeon the original
| project or a clone of a closed source game? Or completely
| unrelated?
| romanows wrote:
| "It's based on the source code of Pixel Dungeon, by Watabou." I
| also played the original Pixel Dungeon, great game and bonus
| points for being free and open source!
| davewasthere wrote:
| original creator: https://twitter.com/watawatabou
|
| Was always free... now people have gone to town with the source
| code.
| blacksmith_tb wrote:
| I've played a fair number of PD spin-offs / remixes and
| Shattered stands out as the best. It get regular updates that
| sometimes add or substantially change large chunks of the game.
| knodi123 wrote:
| It's a variant, with lots of quality-of-life upgrades, some
| very well thought-out new mechanics, and new biomes and
| missions.
| iCarrot wrote:
| I always found the game becoming easier with more
| mechanics/weapons/potions added (in other variants). Is this
| the case with SPD?
| knodi123 wrote:
| I don't necessarily think so. Evan puts a LOT of effort
| into balance. But even so, I've gotten to where I have 5
| challenge modes turned on to make it a challenge, so maybe
| you're right.
| flexagoon wrote:
| The original Pixel Dungeon was closed source IIRC, but then the
| developer stopped working on it and released the source code.
| Now there are many forks/mods of PD, all with different
| features (the Pixel Dungeon wiki has a great list). Shattered
| PD is the most popular and polished one, it adds a ton of stuff
| and is very actively developed.
| bjconlan wrote:
| Yeah, I was looking though the code wondering what java based
| rendering library this was using but all of these support
| classes come from "PD-classes" (which was sighted in the SPD
| readme... just never joined the dots) but also pointed me to
| the creators itch account and relevant "Generator" artworks
| which are all very impressive
|
| https://watabou.github.io/ https://watabou.itch.io/
|
| Some really great work here
| grodriguez100 wrote:
| The original Pixel Dungeon uses a homebrew "engine" (that's
| the PD-classes stuff). Shattered uses libgdx.
| FrostKiwi wrote:
| Was absolutely obsessed with it couple of years ago. Hard, deep
| mechanics for its genre, super fun. First finish was quite the
| ride. What a win for FOSS.
| aireo wrote:
| I hadn't played games for a long time, mostly because of school,
| but recently I picked up Cogmind, a fantastic sci-fi roguelike.
| Basically, you're a robot that can attach and replace different
| items, including utilities, propulsion systems, weapons, and
| power sources. It's some of the most fun I've had playing a game
| in ages.
|
| The developer, Josh Ge, is also very kind and deeply engaged with
| the community, which is great.
|
| Highly recommended!
| eadmund wrote:
| This does look really neat, but IMHO ASCII art is one of the keys
| to being traditional.
|
| Nothing at _all_ against Shattered Pixel Dungeon, just that a
| quick look through the site didn't reveal a terminal version.
| hubblesticks wrote:
| Check out YAPD (Yet Another Pixel Dungeon) if you're on Android
| for a nice variant of the original. I found I like the mods in
| YAPD better.
| gaudystead wrote:
| I (perhaps mistakenly?) started with YAPD but then got my
| friend hooked and he went for SPD. I love how active the SPD
| dev is, but the mechanics are juuust a tad too different for me
| to want to learn them all. Both are great games though!
| jpsouth wrote:
| I've played this for a while, and not to brag, but I've got to
| chapter two on a warrior AND mage.
|
| I love the identification process and relatively quick, albeit
| very tactical if you want, gameplay. It's my go to iPhone game
| when on short journeys, mostly because I can just save where I am
| and pick up whenever without having to remember dungeon layout or
| potions/food etc.
| desiarnezjr wrote:
| DO NOT DOWNLOAD THIS.
|
| I downloaded (not Shattered) Pixel Dungeon and then Shattered,
| and nearly a decade later I'm still playing. In fact it's 70% of
| my non-work computing time.
|
| Not only that Shattered's dev updates often with sometimes great
| changes.
|
| You've been warned.
| Graziano_M wrote:
| I've never seen a game, or software for that matter, with a
| better version history screen.
| metadat wrote:
| Glad to know I'm not the only one.
| GolfPopper wrote:
| Thank you for the warning.
|
| I am going to download it. But I'm not going to touch it until
| I'm on vacation next month. :) I've got a lot of work between
| now and then.
| smaddox wrote:
| I feel your pain. I've spent more time playing Dungeon Crawl
| Stone Soup than I care to admit. The fact that this can be
| played on Android makes it even more dangerous.
| wredhyn wrote:
| Same. It's really the only mobile game that I keep coming back
| to.
| Graziano_M wrote:
| This game is so good. It's probably the thing I miss most from
| having an Android phone.
| notamy wrote:
| It is available on iOS!
| Graziano_M wrote:
| It wasn't at the time, and I didn't need to know that! I have
| it on PC but luckily that's easier to avoid.
| zem wrote:
| this is far and away the best roguelike i've played on mobile.
| indeed, it's pretty much the _only_ roguelike i 've ever seen
| that has a decent mobile user experience. you can tell that the
| dev team has put a tremendous amount of work into making it look
| and feel good.
| prirai wrote:
| You should try Dead Cells.
| zem wrote:
| i looked it up, and it looks like more of a metroidvania than
| a roguelike. also the play store reviews say the controls
| aren't great on mobile. might pick it up for steam deck
| though, it does look fun :)
| LelouBil wrote:
| 6 or so years ago I wondered why they were so much Pixel Dungeon
| versions on the Play Store.
|
| Now I know why ! The game was Open Source !
| wanderingmind wrote:
| Any reason this is not provided for download through F-Droid. I
| trust apps on F-Droid more than Google Play and helps with
| installing in degoogled phones.
| sphars wrote:
| There's a thread on GitHub where the dev explains why:
| https://github.com/00-Evan/shattered-pixel-dungeon/issues/13...
|
| Downloading the APK direct from GitHub is the official way to
| get it without the Play Store. App updates take a bit more
| work, but you can set up notifications through GitHub to be
| notified for new releases.
| depingus wrote:
| Just FYI, there's an Android app called Obtainium that lets
| you add Github (and a few other VCS) repos to it. Obtanium
| will then check those repos for updates and install the new
| APK for you. Its pretty slick for people that prefer to get
| their APKs direct from the dev.
|
| https://github.com/ImranR98/Obtainium
| wanderingmind wrote:
| I like Fdroid because it automatically compiles from source
| and does vulnerability scanner. Its not a safe practice to
| download random binary blobs from github. Its a shame it
| looks like a nice implementation but I will have to give it a
| pass.
| pests wrote:
| It looks like another commentor posted the Fdroid link.
| yorwba wrote:
| Well, you _can_ get it from https://f-droid.org/en/packages
| /com.shatteredpixel.shattered... if you don't mind the
| vulnerability scanner having a false positive occasionally.
| iCarrot wrote:
| Is this not it? Built and distributed by F-Droid
| https://f-droid.org/en/packages/com.shatteredpixel.shattered...
| monetus wrote:
| It has been neat watching this game change over the years. Every
| year or so, enough new updates have been had that it feels like a
| new "season"; similar to online games. It keeps getting better.
| howenterprisey wrote:
| You gotta check out Yet Another Pixel Dungeon too! I like it very
| much.
| https://play.google.com/store/apps/details?id=com.considered...
| mproud wrote:
| It's available on Homebrew:
|
| `brew install shattered-pixel-dungeon`
| flykespice wrote:
| I see they accept donations (and it's probably the only way they
| keep themselves financially supported), does it need to go
| through Play Store's billing system?
|
| Afaik, Google takes down open-source apps that link to their
| donation page without going through their billing system because
| it falls on their "no circumvention" policy.
|
| [0]: https://news.ycombinator.com/item?id=21268389
| magicalhippo wrote:
| Semi-unrelated but this reminded me of the countless hours I
| spent playing Castle of the Winds[1] as a kid.
|
| Based on this thread I went searching for it and, as it turns
| out, the original author is working on porting[2] it to Unity!
|
| [1]: https://www.mobygames.com/game/842/castle-of-the-winds/
|
| [2]:
| https://www.reddit.com/r/CastleOfTheWinds/comments/172ckn6/i...
| jd3 wrote:
| While imperfect, I nevertheless adored Reign of Swords/Clash of
| Kingdom on my old iPod touch back in ~2008.
|
| I've looked for a replacement for years but 99.9% of similar
| games on the App Store are spam/pay to win/microtransaction
| hell with the typical cheap ugly "international" art style.
|
| https://www.ign.com/articles/2008/10/06/reign-of-swords-revi...
|
| https://www.ign.com/articles/2009/08/03/reign-of-swords-2-re...
|
| https://www.ign.com/articles/2008/02/07/mobile-battles-reign...
|
| http://web.archive.org/web/20111001213349/http://www.mobileb...
| FranOntanaya wrote:
| So many hours trying to farm cube slimes to get rare items in
| that game. I loved it.
| stavros wrote:
| Oh man, that reminds me of my childhood in rural Greece, where
| the only software I could get was from magazines, where they
| downloaded demo/shareware versions of stuff and put it on a CD.
|
| Obviously there was no way for me to pay or get the full
| software, so I spent hours and hours playing the same levels
| over and over in the demo.
|
| I loved Castle of the Winds, and another turn-based games with
| pirates. There was also a similar one with tanks and such,
| called Metal Knights maybe?
| Loughla wrote:
| Holy fuck I completely forgot about that game. I spent hours
| and hours and hours playing that game as a kid.
|
| I probably logged 50 hours just in the free demo level.
| system7rocks wrote:
| I think you are the best. Period. End of story.
| thejarren wrote:
| I've been stuck playing Pixel dungeon and now Shattered Pixel
| Dungeon since ~2014.
|
| Fantastic game, highly replayable.
|
| I've not been heavily committed, so I've only really "won" about
| 2-3 times total.
| sspiff wrote:
| My 5 year old son got REALLY into this a few months back. He
| played up to the first boss and then had me take over. We had a
| lot of fun with it.
| worksonmine wrote:
| I've only played the original Pixel Dungeon and never tried any
| of the forks. How does this compare?
| notorandit wrote:
| You die a little bit too often when compared with old school
| rogue, nethack and moria. But it is very nice.
| chongli wrote:
| You don't have to die often. Winning streaks of 20+ (with 6
| challenges active) are completely doable. This guy
| RunningFromCake [1] has some nice tutorials on how to get
| better at the game. He also has videos showing his winning
| streaks and how he accomplishes them.
|
| [1] https://www.youtube.com/@runningfromcake
| nurettin wrote:
| This is the only game I ever donated to. I open it up almost
| every time I recompile and run. My previous build was an
| experimental corrupt mage with corpse dust. I wanted to see if I
| can balance charges and corrupting an army of wraiths that spawn
| all the time because of the corpse dust. Current build is a plain
| old assassin with +10 assassin's blade and anti-magic armor.
| Trying out the badder bosses challenge this time.
| Loughla wrote:
| Doesn't corruption require you to hit the enemy? How does that
| work with wraiths when they die after one hit?
| nurettin wrote:
| Via wand of corruption. But you need a lot of recharge. Ring,
| ability and armor needs to be able to recharge your wands.
| Wraiths become very resistant to wand towards the end, so you
| will need those charges.
| lambdanil wrote:
| For those who enjoy SPD I recommend checking out some other
| popular roguelikes, many of them are also open source.
|
| Some of my personal recommendations would be brogue (probably the
| most beginner friendly), DCSS (friendly, tons of content), ADoM
| and Cataclysm DDA (a sandbox survival roguelike, quite a unique
| mix)
| sandspar wrote:
| What do these acronyms mean?
| bananicorn wrote:
| DCSS = Dungeon Crawl Stone Soup
|
| ADoM = Ancient Domains of Mystery
|
| Cataclysm DDA = Cataclysm Dark Days Ahead
|
| I swear I didn't make the first one up ;) Edit: ah well, you
| got your answer already^^
| zenorogue wrote:
| "Stone Soup" refers to the Stone Soup folk story, where
| people contribute their supplies to make a great soup for
| everyone (it is developed by many people who contribute to
| the open-source project started by Linley Henzell as
| Linley's Dungeon Crawl).
|
| Still a better name than NetHack (which is not a game about
| hacking networks... "Net" just refers to collaboration over
| net to improve the game Hack). There is also BrogueCE
| ("Brogue Community Edition").
| lambdanil wrote:
| I should probably have used the full names for clarity,
| either way the acronyms mean, in order: Dungeon Crawl Stone
| Soup, Ancient Domains of Mystery and Cataclysm Dark Days
| Ahead.
| zuik wrote:
| Shattered Pixel Dungeon
|
| Dungeon Crawl Stone Soup
|
| Ancient Domains of Mystery
|
| Cataclysm Dark Days Ahead
| rjbwork wrote:
| Currently hung up on CDDA. Probably the most complicated
| hardcore game I've ever touched. Learning curve like a brick
| wall. Incredibly rewarding to master though.
|
| Really love that it's FOSS. I've got a bunch of scripts I run
| to scan the game files to learn things that are hard to get
| just from the in game menus.
| VagabundoP wrote:
| ha never knew this was open source.
|
| Awesome game! When my kid was young I'd have this on my phone to
| keep her busy for a few minutes if she was melting my brain.
|
| She was always killed by a rat at some point.
| hiergiltdiestfu wrote:
| It's a great game, and feels very very close to crawl, aka
| Dungeon Crawl Stone Soup. It's also fair regarding the payment
| model (cosmetics only, otherwise completely free on the mechanics
| side).
| nottorp wrote:
| Oh. Lost me right there.
|
| Are you sure you're rich enough to afford games with IAPs?
| rkagerer wrote:
| This is one of those games I wish I could play on an emulator or
| VM or something where I could take a snapshot and subsequently
| undo my inevitable, catastrophic mistake.
| Grangar wrote:
| That's called save scumming
| pid-1 wrote:
| Like DF, this sort of game becomes terribly boring after you
| have won / seen all things. You don'y want to win quickly.
| pjmlp wrote:
| Oh well, now I now what I should add into my phone.
|
| Being in Java and a roguelike dugeon crawler with cute graphics
| already makes it for me.
| zeograd wrote:
| It's an awesome game, I'm playing it non-stop since last summer
| and embarked my 9-years old daughter along. We're sharing games
| and exchanging bits of information (yes, she's thinking out of
| the box, and it sometimes works :) )
|
| The author, Evan, is maintaining a fediverse community for all
| mods of the original Pixel Dungeon, accessible via
| https://photon.lemmy.world/c/pixeldungeon for instance, after the
| Reddit troubles from last year.
| JyB wrote:
| What is gameplay/control like on mobile? Is the crawling and
| combat engaging?
| sandspar wrote:
| As of my reply there's 120 other comments raving about it.
| normaler wrote:
| I have been playing Pixel Dungeon and then Shattered Pixel
| Dungeon since ~2016.
|
| Such a great game.
| afatc wrote:
| The original Pixel Dungeon isn't available in the iOS App Store
| in Portugal, anyone know how to get around it?
| lensi wrote:
| But it requires you to login with your Google account. Weird for
| an open source game.
| lupusreal wrote:
| No such requirement if you get it from F-Droid, which you
| should.
| tgkudelski wrote:
| This is not true. Probably you installed it through the Play
| store?
| gaudystead wrote:
| From my experience, you can just skip it and still play the
| game.
|
| Most of those Google prompts can just be bypassed by hitting
| the "back" button (on android, at least).
| whitehexagon wrote:
| I dont have google account, but noticed they release apk builds
| directly on github, side-loaded and running, I may be gone a
| while...
| hamilyon2 wrote:
| How does it get around apple GPL ban?
| richardwhiuk wrote:
| If you own the rights to all of the code, you can dual license
| under GPL and non-GPL, and then you can post on the appstore.
|
| They don't accept code requests, so that might be their
| strategy
| luckyshot wrote:
| If you like Magic The Gathering card playing game, avoid Forge
| (Desktop + Android) because it is open source (made in Java) and
| it has all the cards, gameplays, you can build your deck or
| choose from a huge list of ready-made ones and play against the
| AI and online up to 4 players in the same game I believe.
|
| https://github.com/Card-Forge/forge
| mdaniel wrote:
| recently: https://news.ycombinator.com/item?id=38651346 and
| XMage is usually submitted alongside them when any M:TG makes
| the front page, including the quarterly(?) "M:TG is Turing
| complete" paper thread
| 6mian wrote:
| https://pixeldungeon.fandom.com/wiki/Shattered_Pixel_Dungeon is a
| great resource if you are new to the game and genre, although I
| suggest first trying discovering everything by yourself (prepare
| to die a lot) and start reading the wiki after getting through
| the first boss on lvl 5.
|
| I've been playing SPD for years now and for me the best strategy
| to win the game is to keep Scrolls of Upgrade until you get a
| hold of a weapon of at least tier 4, same goes for armor. This
| makes the initial levels much more risky, but if you survive it's
| a matter of not making mistakes or getting yourself into high
| risk situations. Using this method I get to the Amulet in about
| 30% of the runs. Since the recent updates getting back to the
| ground has become a much more fun challenge.
|
| Besides postponing the use of Scrolls of Upgrade, here are a few
| things that work for me: * You don't have to
| identify potions and scrolls right away, often you can keep them
| until you gather more information. For example, killed flies
| sometimes drop health potion and they are on early levels, so you
| can learn the color without using it. * Before you get
| the Scroll Holder that protects the scrolls from fire, it's a
| good idea to stash all the scrolls in water at the beginning of
| each level and retrieve them back before going to the next one.
| * Scrolls of Mapping are absolutely crucial on levels >20 because
| of the traps and they are relatively cheap in the first two
| shops. * Summoning trap rooms are great to gather a
| lot of xp if you have potions of paralytic gas and fire/toxic
| gas. After the level is cleared, you just open the doors by
| throwing something at it, go as far away as possible, throw
| paralytic and then fire/toxic potions. And run to the next level.
|
| If you like the game, consider donating to the project, you can
| do this directly in the game, at least in the Android version.
| ourmandave wrote:
| _(prepare to die a lot)_
|
| No thanks. Repeatedly punishing you for stupid shit isn't a fun
| game.
|
| Like the Sims will _burn you alive_ for not buying a smoke
| detector and then having the audacity to make toast.
| ohwellhere wrote:
| This may not be the genre for you, then. And that's fine!
| ourmandave wrote:
| No, it's my genre.
|
| Just some have a dial where the default isn't Ultra
| Nightmare mode.
| skyyler wrote:
| I don't say this to be mean but if you think Pixel
| Dungeon is "Ultra Nightmare" mode, games like Nethack or
| Caves of Qud would probably cause you actual physical
| pain.
|
| Pixel Dungeon is one of the most beginner friendly
| roguelikes, widely considered the "next step" in
| difficulty after the Mystery Dungeon series. (I often
| recommend it to people that enjoyed Pokemon Mystery
| Dungeon but find Nethack and DCSS too intense)
| 6mian wrote:
| I see it as a different model of building knowledge about the
| game than most other genres. Dying early is part of the
| process, because each time you die you got to this point in a
| bit different way, learning other things on the way.
|
| If you were hand-held to the very end you'd only see a a
| narrow path you went through, which is also ok. It's just a
| difference in the journey, similar to Breadth-First Search
| and Deep-First Search in graphs.
|
| Another thing is game fairness. In my opinion, SPD is fair,
| there's no "you stepped on something you couldn't detect if
| you tried and died". If you pay attention you will see enough
| information to identify threats after the initial die-a-lot
| period :)
| Cerpicio wrote:
| Sounds like Elden Ring. I started playing it recently and
| got annoyed at how often I died. But I realized that's part
| of the learning process. It's still annoying but at least I
| can see it for what it is.
| plagiarist wrote:
| The traps just happen randomly throughout. The best run I
| had going ended instantly when I hit an alarm trap. It's
| impossible to recover. I cannot even escape lone enemies
| without a ring of haste.
|
| Yeah, I could have detected that on a search, but I'm
| usually struggling to stay fed in the first place.
| chongli wrote:
| If you're struggling to stay fed, try these tips:
|
| * Don't eat right away when the game says you're hungry.
| Wait until you're starving and below 50% health. This
| makes each food ration last way longer!
|
| * Don't eat pasties or meat. When you find an alchemy
| pot, use the recipe that combines one food ration, one
| piece of meat, and one pasty to make a meat pie. The meat
| pie is way more nourishing and gives you a "well fed"
| health regeneration buff.
|
| * Try to be efficient with your movement and exploration.
| If you're not careful you can end up wasting a huge
| amount of time wandering around not accomplishing
| anything. This also leads to more monsters being
| generated which means you take more damage, taxing your
| resources.
|
| * Along those same lines: always try to fight dirty. If
| you see an enemy coming towards you try to hit them a bit
| at range (throw stuff or zap wands) then retreat behind a
| closed door or around some tall grass. When the enemy
| comes through the door or around/through the grass, hit
| them with an attack. You should see a yellow ! mark on
| the enemy indicating a surprise attack. Now retreat
| behind another obstacle and repeat. As long as you keep
| breaking line-of-sight and then hitting the enemy
| immediately when they reestablish line-of-sight (this
| also works with ranged attacks) you'll get guaranteed
| surprise hits. This lets you defeat enemies more quickly
| without taking as much damage standing there missing all
| the time.
|
| * Don't overdo it though. After you've gained some levels
| and find you easily outclass an enemy then kill them
| quickly. Leading enemies all over the place takes more
| time (costing food) and can end up getting you
| surrounded, causing even more damage!
|
| * Throw stuff down pits instead of carrying it around.
| This applies mostly to weapons, armour, and scrolls
| (before you get the scroll holder). Anything you throw
| down a pit will show up on the next level. This is a
| great way to avoid running back and forth swapping items
| when you're low on inventory space and you want to sell
| things or do alchemy. Don't throw potions though, they
| break (but do throw them at enemies or obstacles when the
| situation calls for it!)
| plagiarist wrote:
| I've been trying many of those but the meat pie is new to
| me! Thank you, I'll give it another go some day soon :)
| lupusreal wrote:
| In addition to brewing pies, you can also prepare excess
| meat easily by freezing or burning it. Throw it at traps,
| use wands, or even potions if you're using one anyway
| (otherwise don't waste a potion like this.) If you can
| easily kill fish (archer class) then you can get a lot of
| excess meat.
| 6mian wrote:
| Yes, traps are put in random places. At least they can't
| be placed on water, grass or ash, so are safer sections
| to go through without doing search before each step.
|
| That's why it's a really good idea to collect 4 Scrolls
| of Mapping for levels 1-24.
| nottorp wrote:
| Dying is not dying in computer games. Think of it as a game
| mechanic.
| devit wrote:
| With the exception of NetHack, which is famous for it,
| current roguelikes generally don't end the run for stupid
| shit (e.g. instead of killing you if you accidentally step
| into lava, they just don't let you do it), but more for wrong
| strategy or tactics.
| berkeleynerd wrote:
| Love this! I purchased both the iOS and Steam version. Completely
| happy to support indie game devs willing to open source their
| software.
| gamblerrr wrote:
| https://github.com/00-Evan/shattered-pixel-dungeon/blob/mast...
|
| This is such a useful document. It details how to get your own
| fork up and running. I've seen a lot of open source software go
| in the other direction.
| thurn wrote:
| Interesting that this project seems to contain a bunch of sprite
| assets released under GPL3. How does GPL apply to something like
| an art asset?
| rlonstein wrote:
| I started an opinionated and still incomplete guide for new
| players https://spd-huntress-guide.pages.dev/guide. I didn't put
| it out there and was going to take it down because I couldn't
| finish it let alone maintain it. It's impossible to keep up with
| the pace of Evan's updates so the walk-throughs with seeds
| probably don't work, but someone might find it useful.
| EduardLev wrote:
| I can't seem to load the page, would love to read.
| rlonstein wrote:
| I don't know why that would be, but someone archived it:
| https://web.archive.org/web/20240321134120/https://spd-
| huntr...
| nonethewiser wrote:
| As someone who was intrigued by this post but felt a little
| overwhelmed starting out, this is awesome. Thank you for
| sharing, whether its incomplete/outdated or not.
| bastawhiz wrote:
| By sheer coincidence I'd installed this a few weeks ago. It's
| really well made, but I ended up uninstalling it because--unless
| I'm really missing something--it is _punishingly_ difficult.
| Maybe I don 't know all the controls? Or there's some sort of
| mechanic I'm missing? Or maybe my expectations are wrong?
|
| This very much seems like the kind of game I'd enjoy, but I find
| myself getting absolutely obliterated by the first snake or two
| that I encounter. I've yet to figure out how to sneak up on or by
| them. I've yet to find or earn any early loot that might help.
|
| If anyone knows what I'm doing wrong, please let me know. I'd
| love to just crank the difficulty down by 50%.
| untech wrote:
| Coming from classic Pixel Dungeon and a bit of Nethack, I can
| suggest the following heuristics:
|
| - Don't leave a level without finding a ration
|
| - Identify scrolls and potions as early as possible by using
| them in a safe context
|
| - Use doorframes to fight one enemy at a time
| bastawhiz wrote:
| I'm rarely even getting to the end of the first level let
| alone leaving it unprepared!
| chongli wrote:
| The real trick to surviving the early game is to abuse the
| heck out of surprise attacks. Do not fight enemies in the
| open early on! Throw/zap stuff at them from a distance and
| then retreat behind a door. As soon as they step through
| the door, hit them! You should see a yellow ! indicating a
| surprise attack (guaranteed hit). Now retreat and do it
| again!
|
| This trick works with anything that breaks line of sight.
| Doors and tall grass are my preferred options. It even
| works if you step through a door (closing it behind you) or
| around a patch of tall grass (to the opposite side of the
| grass from the enemy) and the enemy immediately opens the
| door or otherwise follows right behind you.
|
| See my other reply [1] for more tips!
|
| [1] https://news.ycombinator.com/item?id=39779664
| kaibee wrote:
| Are you making full use of the items you find, or are you dying
| with an inventory of wands/scrolls/potions that you were saving
| for a rainy day? One of the things to do is to identify items
| when you have some safety. One way to do that is to use the
| wands on enemies. Sometimes you do end up wasting a charge or
| empowering the enemy, but then you know what the thing does.
| And after a few runs you'll have a sense for something like
| "I've identified a lot of the 'good' scrolls, so its more
| likely the unidentified ones are 'bad' ones"
| bastawhiz wrote:
| I'm not getting past the second or third room in most cases,
| so I don't even have an opportunity to hoard items
| lupusreal wrote:
| Get the snake to follow you through a door and hit the snake
| when they step into the door. This counts as a sneak attack. I
| think if you inspect the snake with the magnifying glass it
| will give you this hint (always take your time and do this with
| new enemies.
|
| Alternatively, play as a mage (wands always hit snakes) or as
| an archer and shoot the snakes when they're still asleep.
|
| Most of the game's difficulty curve is in learning tricks like
| this to cheese enemies. For instance, always fight flies (or
| any large group) in chokepoints.
| WaitWaitWha wrote:
| Playing it for over a decade.
|
| I primary play the huntress, so all these are from that
| perspective:
|
| * only eat when necessary, that is starving or early on level
| and likely lot of enemies.
|
| * your first upgrade scroll is for your permanent bow, upgrade
| the scroll, then apply it to the bow
|
| * there is a specific path for enemy's approach, always
|
| * use the seeds with statues and mimics in there presumed path
|
| * ranged attacks where possible
|
| * before walking into a well of health, put on all the cursed
| items, they will become uncursed
|
| * in the shop order of buying is next bag/satchel, then food
| (even with horn of plenty), ankh (unless you are super
| confident), thereafter as augment your weaknesses with potions
| of healing, scrolls, rings, wands from the store
|
| * when picking up things make sure you pick up in order of most
| preferred to least preferred. Items last picked up get stolen
| first.
|
| * always try to "trap" enemy in a door. i.e. they stand in the
| doorway
|
| * if you get a plate armour, dump every, single, upgrade into
| it. No questions.
|
| * drink potions early, standing near door and water
|
| * a broken honey pot & health potion brewed is worth more than
| individually
|
| * upgrade potion of experience and scroll of transmutation,
| then use it to pick and improve a tiers of abilities.
|
| * the frost and fireblast wands can turn your raw meat into
| good food. With frost, the meat needs to be against a wall or
| something. Fireblast just torches everything.
|
| * rooms with traps - if they are single target traps, go to the
| furthest spot, then rest or make noise to bring the enemies in.
| Throw stuff on the trap triggering attacks on the enemy. for
| the avalanche rooms, drop something in the doorway, step back
| then throw stuff on the traps.
|
| * enraged gnolls, just walk away. There is no arguing with
| someone who lost self-control :)
|
| Good luck! You will need it.
| TalEs wrote:
| Just got hit with a wave of nostalgia, I remember playing it in
| 2015, and I opened up the link to Google Play, and I still see my
| comments there, that the dev even responded too. Great game that
| I will have to pick up again!
| tacocataco wrote:
| As a super fan of roguelikes I appreciate the recommendation.
|
| I found a doom roguelike recently, maybe yall would be interested
| to.
|
| https://drl.chaosforge.org/
| max_k wrote:
| Why does the Android app require access to my location? I
| wouldn't expect open source apps to spy on me.
| metadat wrote:
| An open-source multiplayer version of this would be pretty sweet!
|
| I've been playing on and off for about 3 years now, I'm not even
| very good, have never beat it yet.
|
| In the past week or two I've learned about better strategies,
| e.g. max out your weapon so you can one-hit most enemies. Trading
| blows is a death sentence.
|
| This play guide has more helpful knowledge information:
|
| https://old.reddit.com/r/PixelDungeon/comments/4tthsy/shatte...
|
| Ome additional note: Don't let thieves get too far away after
| they steal from you, else This stolen item will disappear
| forever. This just happened to me a few minutes ago.
| skulk wrote:
| How would multiplayer work with the turn-based aspect? Do you
| have to wait for other players to take their turns? This would
| be terribly boring IMO. Do you instead allow anyone to take a
| turn whenever? That turns the game into an RTS. I've thought
| about this a lot and I don't really think it's possible.
| metadat wrote:
| Yeah it'd have to be a RTS/ Diablo type of mechanic, although
| if you keep food as a number-of-moves-limiter, the turn-based
| aspect may be less critical.
|
| Maybe a game could work where each player explores the map
| independently but when a creature is encountered, the other
| player is teleported in, and then returns to prior spot after
| the fight? Could be fun.
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