MisterStone
Arcane
- Joined
- Apr 1, 2006
- Messages
- 9,422
https://www.cavesofqud.com
https://af.gog.com/en/game/caves_of_qud?as=1649904300
https://af.gog.com/en/game/caves_of_qud?as=1649904300
I've been playing this game for a bit and have just barely scratched it- I keep using the same build until I can survive past level 3. Anyway, looks awesome. Setting is good, writing and world design (even compared to games that aren't roguelikes!!!!) are good.
Cool stuff:
+THe game is a huge open world, and the world map is similar to Dwarf Fortress in that it is just a representation of a grid of local maps rather than a separate movement mode (if that makes any sense).
+ Mutations!
+ Water is money!
+ Nice interface (I think it is very easy to use, inventory handling takes two key touches, lots of collapsable/explodable categories, etc. etc.; interactions can all be handled with spacebar and one or two addition key touches from a menu)
+ Monsters are rather unique, seem to exhibit different behaviors
+ Massive array of items from firearms to weird artifacts to melee weapons (including energy powered melee weapons!)
+ Lots of skills and abilities, and not just 'use power x to do Y damage, cools off in z rounds'
+ Random stuff in the world map (i've bumped into 'lairs' and 'ruins' so far)
+ seems to be extensive crafting, but I have not made use of it yet
+ Races: True Humans (Get resistances, bonus to skill gain, ability to rebuke robots), Mutants (Get all kinds of crazy mutations, physical and mental)
+ Robot rebuking is a fun game concept that I have not seen in action yet. BAsically the idea appears to be is that old robots recognize true humans as their masters, but will not listen to mutated humans, so it's kind of like they are the undead of the post apoc world and humans can 'exorcise' them. I'm guessing this is something that they picked up from Gene Wolfe short stories (ex: "Tracking Song" IIRC) and Book of the New Sun, but it's a fairly simple enough that it likely could be from any number of other sources
Granted, I've just barely gotten started on the game, but it seems like loads of fun. I can only hope it gets better as I play more and development continues. I'm hoping it will be a new Roguelike classic!
Cool stuff:
+THe game is a huge open world, and the world map is similar to Dwarf Fortress in that it is just a representation of a grid of local maps rather than a separate movement mode (if that makes any sense).
+ Mutations!
+ Water is money!
+ Nice interface (I think it is very easy to use, inventory handling takes two key touches, lots of collapsable/explodable categories, etc. etc.; interactions can all be handled with spacebar and one or two addition key touches from a menu)
+ Monsters are rather unique, seem to exhibit different behaviors
+ Massive array of items from firearms to weird artifacts to melee weapons (including energy powered melee weapons!)
+ Lots of skills and abilities, and not just 'use power x to do Y damage, cools off in z rounds'
+ Random stuff in the world map (i've bumped into 'lairs' and 'ruins' so far)
+ seems to be extensive crafting, but I have not made use of it yet
+ Races: True Humans (Get resistances, bonus to skill gain, ability to rebuke robots), Mutants (Get all kinds of crazy mutations, physical and mental)
+ Robot rebuking is a fun game concept that I have not seen in action yet. BAsically the idea appears to be is that old robots recognize true humans as their masters, but will not listen to mutated humans, so it's kind of like they are the undead of the post apoc world and humans can 'exorcise' them. I'm guessing this is something that they picked up from Gene Wolfe short stories (ex: "Tracking Song" IIRC) and Book of the New Sun, but it's a fairly simple enough that it likely could be from any number of other sources
Granted, I've just barely gotten started on the game, but it seems like loads of fun. I can only hope it gets better as I play more and development continues. I'm hoping it will be a new Roguelike classic!
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