Difference between revisions of "Talk:Gloamvault"
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This is like Moraff's World; not like Rogue in the least--[[User:Darwin|Darwin]] ([[User_talk:Darwin|t]]|[[Special:Contributions/Darwin|c]]) 04:34, 3 May 2025 (UTC) | This is like [http://www.mobygames.com/game/2258/moraffs-world Moraff's World]; not like Rogue in the least--[[User:Darwin|Darwin]] ([[User_talk:Darwin|t]]|[[Special:Contributions/Darwin|c]]) 04:34, 3 May 2025 (UTC) | ||
I think it's a interesting question where to place Gloamvault! Honestly, the first person perspective is more of a vibe-gimmick. You can even set the game into a [https://i.imgur.com/iK1LKhc.png top-down 2D mode] which might feel more roguelike-familiar. I think the game does have a bunch of traits that are, for example part of the old berlin interpretation of roguelikes. Random environment generation, Permadeath, Turn-based, Grid-based, Complexity, Resource management, Exploration and discovery, Tactical challenge, Dungeons, Numbers but it also strays from it's path by having a party based fight system with quite different combat resolutions and having a creature collector aspects. I personally think Gloamvault has still a bunch of roguelike DNA in it or it lives in some kind of limbo in between :) -- [[User:BigJk|BigJk]] 08:08, 3 May 2025 (UTC) | :I think it's a interesting question where to place Gloamvault! Honestly, the first person perspective is more of a vibe-gimmick. You can even set the game into a [https://i.imgur.com/iK1LKhc.png top-down 2D mode] which might feel more roguelike-familiar. I think the game does have a bunch of traits that are, for example part of the old berlin interpretation of roguelikes. Random environment generation, Permadeath, Turn-based, Grid-based, Complexity, Resource management, Exploration and discovery, Tactical challenge, Dungeons, Numbers but it also strays from it's path by having a party based fight system with quite different combat resolutions and having a creature collector aspects. I personally think Gloamvault has still a bunch of roguelike DNA in it or it lives in some kind of limbo in between :) -- [[User:BigJk|BigJk]] 08:08, 3 May 2025 (UTC) | ||
::Okay: with two-dimensional overhead map, younger players may consider it roguelike... I only do if with pure (copyable so more terminal than SDL) text-based mode/option. Games with first-person three-dimensional perspective would do well considering if they're like Moraff's Dungeon Pack (Moraff's, Revenge, World, Dungeons) and if that's a new genre worth focusing on, maybe Moraff(Ware)-like, though he made other genre games.--~~ |
Revision as of 04:36, 4 May 2025
This is like Moraff's World; not like Rogue in the least--Darwin (t|c) 04:34, 3 May 2025 (UTC)
- I think it's a interesting question where to place Gloamvault! Honestly, the first person perspective is more of a vibe-gimmick. You can even set the game into a top-down 2D mode which might feel more roguelike-familiar. I think the game does have a bunch of traits that are, for example part of the old berlin interpretation of roguelikes. Random environment generation, Permadeath, Turn-based, Grid-based, Complexity, Resource management, Exploration and discovery, Tactical challenge, Dungeons, Numbers but it also strays from it's path by having a party based fight system with quite different combat resolutions and having a creature collector aspects. I personally think Gloamvault has still a bunch of roguelike DNA in it or it lives in some kind of limbo in between :) -- BigJk 08:08, 3 May 2025 (UTC)
- Okay: with two-dimensional overhead map, younger players may consider it roguelike... I only do if with pure (copyable so more terminal than SDL) text-based mode/option. Games with first-person three-dimensional perspective would do well considering if they're like Moraff's Dungeon Pack (Moraff's, Revenge, World, Dungeons) and if that's a new genre worth focusing on, maybe Moraff(Ware)-like, though he made other genre games.--~~