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  • ...ng the game replayable with lots of interesting locations to discover, and character builds to try. * '''Interesting story''' told through character monologues, dialogues, and location descriptions during encounters.
    3 KB (470 words) - 16:50, 17 April 2022
  • ''Dungeons of Zennom'' is a new roguelike in development by [[User:Ekolis|Ed Kolis]] using the [[libtcod-net]] library and all sorts ...n so far and no way to equip or unequip items), what is intended is that a character can have multiple "roles" (classes/jobs/whatever), but only two of those ca
    3 KB (518 words) - 09:02, 31 August 2008
  • ...is no win condition, or no monsters, or things generally go bad after the character creation screen. ...l of maturity that allows them to be judged as games in themselves. Often, development is still ongoing, as roguelikes are hardly ever finished. (Except for those
    2 KB (248 words) - 05:20, 4 October 2015
  • A fantasy themed turn-based roguelike with skillful demon warlord as playable character. == History of development ==
    4 KB (496 words) - 15:19, 8 April 2016
  • "Caves Of" is a coffee break roguelike currently in development for the Commodore 64. == Character System ==
    2 KB (263 words) - 21:53, 24 January 2024
  • '''Trap Quest''' is an in-development erotic turn-based clickable-text-input roguelike game built on the [[wikipe ...ject is to, through its mechanics, immerse you in the mental state of your character. This is not a game that you’re supposed to win; it’s a game that’s s
    4 KB (649 words) - 17:53, 1 April 2018
  • Each game has an overall plot, in which the world is doomed, and the player character must undertake a series of missions to save it. Alternatively, the player == Player Development ==
    4 KB (684 words) - 05:38, 5 January 2010
  • ...of developers officially maintained the game, though (as of 2005) visible development has stalled at version 4.0.0. The development slowdown relates in part to legacy coding practices, as Henzell himself sug
    6 KB (845 words) - 12:42, 14 October 2015
  • ...discovery. There are no classes; there are no levels. Progression of your character depends on individual skill and stat gains by your interactions with items * Iterative game design and community feedback driven with transparent development.
    4 KB (557 words) - 05:19, 18 May 2023
  • ...es when starting a game you gain new abilities and equipment befitting the character in question! Worldwide leaderboards rounded out the package and created som
    1 KB (187 words) - 17:41, 29 April 2017
  • ...h a simulated history. Generate unique settlements shaped by trade routes, character lifecycles, resource extraction, and the triumphs and tragedies of war - al ...cal ingredients, bestowing items with unparalleled properties that amplify character customization.
    4 KB (583 words) - 17:40, 2 May 2024
  • |platforms = Binaries available for [[Linux]] and [[Mac OS]], [[Windows]] In Development ...it the game world. Thus is the driving philosophical motivation behind the development of The ASCII Project, that players should not "own" the game world, but sho
    6 KB (973 words) - 00:59, 21 January 2017
  • |updated = In active development Each character has his own abilities and skill set:
    3 KB (461 words) - 05:16, 16 September 2021
  • ...d developed world, dialogs with NPCs, very rich and customizable character development, and various elaborated quests. However, the dungeons are still true to the Portralis features a unique character development system. The player-character's attributes are customizable upon level up through the use of skill points
    4 KB (565 words) - 13:44, 1 August 2023
  • ...ter design, the diversity of choices your character can make in regards to development, anti-grinding philosophy not very different from Dungeon Crawl Stone Soup, ...is more a matter of consciously and strategically planning the route your character takes.
    6 KB (879 words) - 15:34, 24 November 2022
  • ...''' Select the survivor of the space expedition among 4 randomly-generated character. Random class, random items and random race between human and robot (rare!) == State of development ==
    3 KB (493 words) - 14:12, 5 August 2023
  • ...ent, item identification puzzles, complex item interactions, and permanent character death. ...of [[IfRL]], an out of challenge [[7DRL|7-day roguelike]] from 2010. Total development time is about evenly split between the original 7-day window and subsequent
    1 KB (214 words) - 03:18, 1 June 2012
  • == Original VMS Moria development == == C language development ==
    5 KB (845 words) - 09:49, 9 January 2021
  • The player character is born with a fully human appearance, unlike the other denizens of the und == History and Development ==
    4 KB (568 words) - 19:30, 4 February 2018
  • ...of Guardian Angel is to create a world in which the player may incarnate a character able to make a living the way he wants it and achieve the game goal in many ...y that time. I got a lot of possitive comments that helped to continue the development.
    5 KB (832 words) - 16:14, 16 August 2023

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