GrogHeads Forum

Digital Gaming => Computer Gaming => Topic started by: Nefaro on August 25, 2016, 08:53:36 AM

Title: The Storm Guard: Darkness Is Coming
Post by: Nefaro on August 25, 2016, 08:53:36 AM
Just left Early Access.

Turn-based roguelike RPG indie, in 3D isometric view.

Feature list & reviews point to it as being closer to traditional "roguelikes" regarding game mechanics....

.. but with some Darkest Dungeon style group/character management in between delves.


http://store.steampowered.com/app/409910/


Still on PC gaming hiatus, but it's fairly high on my list.
Title: Re: The Storm Guard: Darkness Is Coming
Post by: Rayfer on August 25, 2016, 09:02:20 AM
LOL....I know I'm in the minority here, but any game description that uses the phrase 'challenging roguelike' is an instant not-interested for me.
Title: Re: The Storm Guard: Darkness Is Coming
Post by: FlickJax on August 25, 2016, 09:24:33 AM
Quote from: Rayfer on August 25, 2016, 09:02:20 AM
LOL....I know I'm in the minority here, but any game description that uses the phrase 'challenging roguelike' is an instant not-interested for me.

I agree Roguelike should be an option not an ingrained feature :(
Title: Re: The Storm Guard: Darkness Is Coming
Post by: Rayfer on August 25, 2016, 10:54:20 AM
Quote from: FlickJax on August 25, 2016, 09:24:33 AM
Quote from: Rayfer on August 25, 2016, 09:02:20 AM
LOL....I know I'm in the minority here, but any game description that uses the phrase 'challenging roguelike' is an instant not-interested for me.

I agree Roguelike should be an option not an ingrained feature :(

I say this only from my own experiences; challenging roguelike equates to frustratingly difficult.
Title: Re: The Storm Guard: Darkness Is Coming
Post by: FlickJax on August 25, 2016, 10:59:09 AM
Quote from: Rayfer on August 25, 2016, 10:54:20 AM
Quote from: FlickJax on August 25, 2016, 09:24:33 AM
Quote from: Rayfer on August 25, 2016, 09:02:20 AM
LOL....I know I'm in the minority here, but any game description that uses the phrase 'challenging roguelike' is an instant not-interested for me.

I agree Roguelike should be an option not an ingrained feature :(

I say this only from my own experiences; challenging roguelike equates to frustratingly difficult.

I stand by my statement :)
Title: Re: The Storm Guard: Darkness Is Coming
Post by: -budd- on August 25, 2016, 11:37:46 AM
Agree,challenging  roguelike in the description gives me pause but challenging roguelike with permadeath = no thank you, don't want to spend my gaming time frustrated.
Title: Re: The Storm Guard: Darkness Is Coming
Post by: Nefaro on August 25, 2016, 03:17:54 PM
More for me then!


I don't mind permadeath at all if there is a wide variety of player builds and procedural generation of the world to explore, making each run different. 

Just right for somebody so alt-tastic as myself, wanting to try out all styles of builds in some hack & slash without spending long hours on an extensive storied campaign.   :)

I also tend to lose interest pretty quickly if I don't feel challenged, in my games.
Title: Re: The Storm Guard: Darkness Is Coming
Post by: FlickJax on August 26, 2016, 04:05:51 AM
Fully Understand that Nef, however my leet days are over and I have to admit that i get attached to characters.

Developers shoot themselves in the foot when they only cater for one or tother!!!!
Title: Re: The Storm Guard: Darkness Is Coming
Post by: DennisS on August 26, 2016, 10:41:44 AM
The only way I will do a rogue like is if there is some sense of progression. Die after 20 minutes, but you get to keep ... something. Exp, gear, etc.
Title: Re: The Storm Guard: Darkness Is Coming
Post by: Nefaro on August 26, 2016, 01:33:22 PM
Quote from: DennisS on August 26, 2016, 10:41:44 AM
The only way I will do a rogue like is if there is some sense of progression. Die after 20 minutes, but you get to keep ... something. Exp, gear, etc.

Some are like that. 

Makes it too weird, for me, because the game ends up getting easier the more you play it over the long-term.   Pretty rough when the most punishing difficulty is focused at the point where you first start playing.

I'm fine with it becoming easier only due to learning from my past mistakes.  Of which I make many.