Posted December 03, 2018 by Mario Donick
#WIP #postmortem #LR:TBS 1.7
This is part II of my postmortem series on "LambdaRogue: The Book of Stars" (LR:TBS). Part I is here.
In the last 6 days (after I uploaded LR:TBS to itch.io), I have played my own game a lot. The good thing is that I have forgotten a lot of the details, so I can look on it partly through the eyes of a new player. I hope this allows me to identify parts which still work well and parts which require work.
Let me start to say that in all the time I have only won the game once, and that was long before the current version 1.6.4. Since then, I always died "yet another stupid death" (YASD). Sometimes I overlooked that a monster came in a strong variant, sometimes I was poisoned, sometimes hit by a trap, sometimes starved to death, and so on. So when I did test late-game content previously, I cheated (there's a cheat console built in the game, but you can't activate it in the published version). This way I was able to test if all quests work as intended, all item stuff is okay, and so on. But I never solved the game.
Now, years later, I played again, and of course lots of YASDs happened. But I also noticed some, hm, issues, which make the game maybe harder than it should be.
But first, let's look at the good things:
The Good: Things I still like
I'm still quite happy with some important things:
The Bad: Things I want to work on
Well, it's not really catastrophically bad, but I noticed there are some things I'd like to address:
The Progress: What I'll do about it for LR:TBS 1.7
I've started work on the next update to LR:TBS (the first one since 2012). Besides integration of the 40x80 graphical tileset, some visual changes to fit the user interface in windows (like inventory, status, etc.) better with the pixel art style of the tile set, and some general bug fixes, I've started to work on all the aspects listed under "The Bad".
On the one hand, this is nothing dramatic that would drastically change the game; on the other hand, the impact is significant enough to allow for a more "fluid", maybe faster, game, esp. in the deeper levels.
This is especially important for coffeebreak mode, in which the game is stripped of all quests, and you really just go down to the deepest level and kill the end boss monster.