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Hello! I have bug reports... some of these may not be bugs, but I figure I should report them just in case, all of them seem like a thing that may be awry.

* Shift-H conflicts between quick play move left and Help

* Game's ID game and food clock seems really easy: you begin with several extra scrolls of identify and a lot of extra food. I was tempted to leave a Ring of Regeneration on generally?

* You can move diagonally in corridors, and even through doors. This may be a design decision, but Rogue itself doesn't allow that.

* Maps have no loops, there's only ever one way to get anywhere.

* You can see parts of wall intersection tiles that shouldn't be visible.

* On normal levels, once seen, you can always see a tile's contents, even if you move far away from it. It makes the potion of Detect Monsters less useful (although it's never been really useful, even in Rogue).

* On dark levels, the reverse happens, which is even worse: you instantly forget the existence of walls when they leave your sight, making it difficult to get around.

* Quick play doesn't cut corners in corridors.

* Leprechauns don't teleport away when they steal money, Bats don't move randomly. These could just be design decisions though, they seem very obvious.

* Wands of Slow Monster don't have the expected effect? I'm not sure what they even do.

* There might be some confusion with ring hands when removing rings? Sometimes when I took a ring off, the wrong ring was taken off.

Sometimes the Zap command assumes the item you want to use? Not always though, it seems uncertain as to the circumstances. Maybe it's a keyboard interface issue.

* Monsters know where you are even if you're not in sight of them, and can pathfind directly to you. Rogue sometimes had monsters that magically just knew where you are too, though.

* Specifying an object on letter P at a prompt can result in inadvertent prayers. (For me, it happened after quaffing a potion on P.)

* Monsters seem to get a turn before magic effects aimed at them occur. This is what ended my first game, I was next to a Medusa, tried to teleport it, but the game gave it a parting shot.

* Cancellation doesn't seem to work on Medusa or Phantom? This is also connected with that game-ending occurrence. I zapped a Medusa, but she was still able to confuse me; it's possible that a nearby Phantom was in the way, but if it was it should have become visible?

Still, all in all, a good implementation generally! I'm sure bugs will get squashed over time. Thanks for making this!

Thanks for the feedback!

  • Use Ctrl+H or Ctrl+Numpad instead of Shift.
  • Maps have loops, not always, depends rng

There are some design decisions, also some mechanics/monsters are not exactly the same as in Rogue. I will check every point you mention and will make a update-fix in a few days :)

Might I suggest using Question Mark for the help function? It's somewhat standard among classic roguelikes.

Agree! Also using < > for stairs. But I had a lot of problems/bugs with players playing with other keyboard layouts and regions. The next update will try to fix this