I've always been curious about nonograms but could never get into them. Until now! Utterly addicted to this gorgeous, charming, compelling little game
drmindflip
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Grim Coast:
(Spoilers ahead)
I am still loving this, still persevering with my clunky axe boi, and doing boss run after boss run having a wonderfully miserable time! I absolutely love how just getting Siphon has opened-up so many new strategic choices for me - but now the decision of what to equip is so tense and interesting.
I came up with some very specific issues that I wanted to run past you, because they might affect my choices with equipping different item combos in future, and I'd love to know your thoughts on them. They don't feel cheesy or OP - I still got slaughtered - but I guess they raised some questions about combat order.
- Does the effect of Sun Scorched Ring apply +1 harm per attack/source of Harm OR just +1 Harm to the total harm dealt on a turn? For example: I'm using Great Axe and Siphon, I'm at <50% health fighting an undead monster, and I roll the following: Move 1, Harm 3, Cleave (from Great Axe) and Drain 2 (from Siphon). The note for Drain specifies that it deals Harm. Do I get:
- Harm 3+1 from the axe + Drain 2+1 from the spell - for a total of 7 Harm, 3 of which heals me back
- Harm 3 from the axe + Drain 2 from the spell + Harm 1 for the ring - for a total of 6, 2 of which heals me back
- Following on from this, can I apply the Harm in the most advantageous order if the enemy has some Block? i.e. use the Harm generated by the Great Axe to dispense with the Block and subsequently let the Drain through so I get the health buff?
- AND following on from that: the rules state that, during step 5, you can decide to resolve effects that do things other than Harm before or after Harm is dealt. If the answer to Q1 above is 'a' (where the buff from Sun Scorched Ring may be applied several times during the one attack), can I choose to deal the axe Harm with the low-health/undead bonus THEN deal the Siphon Harm with the low-health/undead bonus THEN apply the heal which would bring me back above 50% and disable the ring buff?
- When the ghouls heal, I presume they can't go above their starting health right?
- Finally! I'm fighting the Ghoul with Siphon, after dispensing with the skeletons, and essentially milking the encounter so I can get a full heal before it ends. Keeping in mind the 'you may resolve effects that do things other than Harm before or after Harm is dealt' rule mentioned above, imagine the wounded ghoul rolls Gain 3 Health and I roll Drain 2 - may I apply the ghoul's health gain (keeping him alive), then deal my 2 damage, then gain my 2 health from the Drain?
Sorry for the massive questions! Just wondering what you would do in the above, if you were playing :)
Thanks so much for the quick reply! To be honest, I like the finality and hardcore approach - part of me really does want to see this character push through a bit more, so I'll persevere before 'starting a new save' XD
Ooh one more question if you don't mind: when you die/rest, only the fights are reset, correct? I'm wondering if search actions that yield consumable items are once-off, which my gut tells me they are.
(Mild spoilers for The Grim Coast below)
My character has: Great Axe, Basic Shield, Strider Boots, and Fate's Hunter. Pretty slow and needs a lot of good rolls! 2 points of Lore but my max health is at 8 now for reasons I'm sure you know...absolutely getting wrecked by the harder enemies I met and kinda loving it. Thanks!
Hi Michael,
I played a little bit of v1 a few years ago and absolutely loved it! Tremendously atmospheric and fluid gameplay, it's an amazing game. Just discovered the update today and I'm super-excited to try it but I am slightly pining for the sheer volume of different unique card descriptions in the original.
I'm just wondering: would it be possible to use all the v2 rules but with the v1 card tables? Would it completely screw up the balance and the new mechanics you've added? Or are they mechanically quite similar but more streamlined in v2? I'm also attracted to the lovely, concise new 2-page dungeon spreads, so if the v2 rules are best enjoyed as-written I'm totally happy to grab a torch and get delving!
Thanks for this awesome game.
When you choose your starting equipment and rune, the ones that you didn't select are gone forever right? Or, if you can swap things out, is that only possible at a particular point? e.g. at the sigil, or after leaving/re-entering a realm?
I'm basically wondering whether I can respec this poor idiot of mine or if I'm better off starting fresh with a new engraved XD
PS - Just got lost in the game for hours there and it really did give that soulsy feel in ways that I really wasn't expecting! In particular, going into a fight that I tiptoed through before and wrecking all the enemies while having pretty much the exact same build/gear - that felt like actually getting to know enemy patterns in souls games. Awesome work!
I absolutely adore this! It's the perfect little distillation of the roguelike rush and the theme is so original, charming, and fun! I bought a handheld emulator recently and, despite the thousands of console games I can play over different systems, I have been mostly spending my time as a bear!
Incredible game
Hi Michael, just wanted to say that I'm on my second delve of the weekend so far and I'm loving this! I've read and tried so many solo rpg systems that end up being either too fiddly and granular or too open-ended and shapeless. Your game hits such a sweet spot for me between game and narrative generation. The atmosphere, lean mechanics, and presentation are just fantastic.
Spare a thought for my poor Alfons though...he's absolutely not the man he was a few hours ago!
First time 7DRL-er here - been wanting to do this for a long time and looking forward to taking part :)
I don't use Reddit, Discord, or the RogueTemple forums, and I'm not keen on adding any new social media distractions to my already-daunted focus - but I also want to share my progress and participate actively. Would it be weird to share a daily update in a thread here?
I'm having trouble uploading a game I've been working upon - getting the following error:
There was a problem loading your project:
Zip contains file that is too large (index.pck)
Please try deleting the ZIP file and uploading another one.
The file in question is 600MB but the game is an FMV experience that needs this compressed package of videos to work. Perhaps it won't be feasible to run in a browser but I've worked hard to have it running in that format so I would love to try at least. Is there any way to request that this limit is removed?
Thank you so much
Patrick
