Just downloaded, will write page when I play a little. Just to forwarn you, this site (and the majority of its users) use English as their primary language. I reccomend you switch to a file host that is in English, as opposed to your current Russian one. Also, the included changelog is mostly gibberish. Did you use russian characters for it? Mort432 15:44, 3 May 2012 (CEST)
Just played a little. Can't think of ANY use for this. It's an interesting idea, but it's pretty damned pointless. I don't really think it's worth mentioning here or releasing. It's more the kind of thing you do as a personal practice project. Mort432 18:33, 3 May 2012 (CEST)
Hello. Thank you for writing information about the game. Yes, I'm already thinking about switching to another hosting service and I apologize for the problems caused by this Russian hosting. But please note, this project is at an early stage of development, I still have achievements that can be included there.
P. S.: I'm sorry for bad english, I'm using Google Translate.
P. P. S.: Yes, changelog was first written in Russian, and now translated into English. Iniquitatis 21:48, 3 May 2012
Alright, thanks for the response and changes. What kind of achievements do you mean? There's no game here, and I wouldn't really class it as a roguelike; just because it uses ASCII and is similar to a classic RPG doesn't mean it has anything in common with roguelikes. Mort432 22:54, 3 May 2012 (CEST)
I apologize for the misunderstanding. I meant the ideas, rather than achievements. Of course, I do not think this is some super-project, but in fact some players might be interested. It is quite possible to do from this almost complete roguelike (but I do not plan to depart from the original idea and it will be a zero-player). Thank you for your understanding. Iniquitatis 07:20, 4 May 2012
Iniquitatis, do not be put off by the less welcoming members of our community. Even I've found myself having to excuse the merits of my games in the past ;). For your game, though, rather than artificially playing with the numbers, you may want to build a simple roguelike and the algorithms to solve it; that way, the numbers are a consequence of what you are seeing on the map, rather than the map being artificial, as it is now. Dijkstra maps are a good resource for implementing both autoexplore and other spatial priority algorithms; I believe the Angband Borg (zero-player Angband) is built on top of Dijkstra maps. As the game currently stands, it is very similar to Progress Quest, which isn't a roguelike, but I recommend you take a look at it if you haven't. --Nolithius 16:45, 4 May 2012 (CEST)