We're now live on Steam Early Access where the game will be continuing development for another 3 years or so. First update has races reintroduced and 44 new items!
https://store.steampowered.com/app/2720010/Rogue_Fable_IV/
After 3 long years of development, the full version of Rogue Fable III is finally released and available on Steam!
https://store.steampowered.com/app/956450/Rogue_Fable_III/
Sudden idea I just had. Maybe the mages each have a talent that increases their staves range close to the original value. This would allow players who can't live without their 'boom stick' a way to get it up to range but they would have to sacrifice a valuable talent point. I feel like this would still solve all the issue I've brought up regarding staves vs range skill, but give players a way out of it as a costly option.
Just an update: I've been spending the last few days really trying to figure out whats up with this crash on the stairs bug since I can't seem to replicate it on my side. I'm not sure if its just insanely rare or if its somehow related to peoples systems/browser. Anyone who gets a stair crash please contact me by PM with the console output and your browser. I really want to get this fixed, I know how frustrating it is to crash in the middle of a good run.
Just added Kongregate stat tracking. If anyone has suggestions for interesting stats to track I'd love to hear from you.
Just want to point out I appear to be in the lead for total deaths so you guys need to up your games.
Some general advice to those unfamiliar with roguelikes:
#1 Slow Down!
Roguelikes are turn based for a reason you should be carefully choosing each move you make especially when in dangerous situations. Even easy fights should be approached carefully in order to conserve valuable resources. Try to avoid rapid clicking and don't be that guy that dies with 5 healing potions in his inventory.
#2 Terrain and Position:
Pay careful attention to the terrain and plan your moves accordingly. Water, vines and other surfaces will cause both you and the monsters to be critically hit with every attack. Try to avoid getting surrounded and use walls and other monsters to block ranged attacks.
#3 Wait or Retreat
Passing a turn (by clicking space or your character) is the single most valuable thing you can do. Find defensible positions and let enemies come to you. Let them close into melee range so that you get the first hit.
#4 Use Your Items
RPGs have trained us to be overly conservative with our items. This is not going to work in a game with permadeath. Try to use your consumables before its to late, don't die with dozons of healing and escape items in your inventory.
#5 Be Prepared
Don't run around the dungeon with half HP. Don't descend to new dungeon levels with 0 energy points. Generally try to be prepared for the worst. Again you may need to consume some of those valuable items early to guarantee that you can survive the next ambush.
January Update:
- Fixed a bunch of bugs
- Added space bar to immediately cancel actions (in case your pathing around entire level).
More updates to come including kongregate scoring integration.
I'm not particularly happy with the mute button just floating up in the corner like that. I think I'm gonna have to do a bit of rework on the HUD, most likely change the text buttons to some kind of icon to make more room. In that case I'd have room to put more weapon slots, though I've never found more than 4 weapons to be useful myself. Any thoughts on this would be appreciated.
Working on getting high scores and other statistics working right now. Its my first time doing this so hopefully its not gonna start crashing or acting funny. Please let me know if you notice anything strange. I've got a list of updates and fixes I'd like to get in by tonight as well as some basic sound effects.
Just updated the game. I've set it so that at least one piece of food is guaranteed to spawn on dungeon levels 3, 6, and 9. This should help when the random number generator decides not to cooperate.
Thanks for the feedback guys. I'm looking into slightly reducing the drop rate of food but then guaranteeing food drops on say every other level. That way if your struggling to find enough food you at least have the option to quickly dive down a level and know you'l find some. Has anyone actually managed to finish the game yet?
Working my way through the stuff you guys have commented on. I've slightly increased the damage of the mass driver to make up for its cost. A lot of you were upset about the lack of loot from combat so I've increased the drop rate. Fixed a bunch of bugs and an infinite cash exploit as well. Thanks for all your feedback!
Thanks for the feedback guys! I'm new to HTML5 game development so my plan is to release a number of small, simple games in as many genres as possible in order to gain some experience.
Once I've done that I want to go back and expand upon the games that show promise so your suggestions are very helpful and will definitely inform my design for sequels in the future.
#3 Wait or Retreat Passing a turn (by clicking space or your character) is the single most valuable thing you can do. Find defensible positions and let enemies come to you. Let them close into melee range so that you get the first hit. #4 Use Your Items RPGs have trained us to be overly conservative with our items. This is not going to work in a game with permadeath. Try to use your consumables before its to late, don't die with dozons of healing and escape items in your inventory. #5 Be Prepared Don't run around the dungeon with half HP. Don't descend to new dungeon levels with 0 energy points. Generally try to be prepared for the worst. Again you may need to consume some of those valuable items early to guarantee that you can survive the next ambush.