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About Justin_Wang123

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  1. Hello everyone! I've been working on Rogue Fable III for about 4 months now, preparing to bring it onto Steam through early access where development will then continue. Since I'm very nearly ready to make the transition I've released the game in its current form to the web which you can check out at the link below. As with RFII, the game was made using Phaser. All feedback is welcome and appreciated. https://www.kongregate.com/games/Justin_wang123/rogue-fable-iii
  2. Thanks for feedback everyone, trying to fix up those crashes at the moment. The console logs are very helpful. ptdnet: I guess we'l have to agree to disagree over the constant damage. DarkwallLKE: Thanks for the feedback! Dying is pretty core to roguelikes especially when your new to a specific game. The friends who were helping me test able to autopilot down to at least level 8 very quickly after only a few hours of experience with the game so I feel like the difficulty is pretty close to 'right'. Its a tricky balancing act because I want to balance the game for repeat players, keeping the early game from becoming to easy while still trying not to just kill first time users in the first 10 seconds. I'll see what sort of reviews it gets on general web portals like newgrounds and kong where players are likely not familiar with the genre. Some sort of easy mode with respawn points is always a possibility if its just crushing non-roguelike players. I've uploaded the game now to Kongregate and would appreciate ratings from anyone who has the time to help get it out of the 'under judgement' section. Not asking for 5/5 just honest reviews based on your experience with it so far. http://www.kongregate.com/games/justin_wang123/rogue-fable-ii
  3. Thanks for the feedback everyone! Sheffgames: DCSS is incredible, glad I could share the magic. Its very inspiring to me as a designer in that its one of the few games that feels absolutely massive and yet maintains a razor sharp focus on its core gameplay. By lower levels do you mean the levels at the end of the game? Depth confuses me with ascending numbers... for descending floors... urggg! Generally speaking the late levels require you to have played reasonably conservatively so that you have a big stash or resources to spend. Also by the time you hit the last levels (fire or ice) you should basically be avoiding combat and just trying to hit the next stairs as quickly as possible. I've intentionally designed those levels to be just a bit to challenging to just slog through normally. I want the last few levels to feel like a desperate sprint for the finish line, quaffing potions and scarffing food as you desperately try to find your way down, all under constant attack. Thelbin: Yay I have a fan! Looking forward to hearing your feedback as someone who's played both games. I'll be releasing to more web portals in the coming days. Trying to release slowly to different parts of the web so I don't get the massive influx of bug reports on day 1. NicoA: Speaking of bug reports lol.... I'll look into fixing that. Thanks for the heads up.
  4. Thanks for playing. You were warned about that door! On a side not did you experience any crashes?
  5. Hi Everyone! This is my third iteration on a browser based rogue-like. Its getting pretty close to completion and I'm looking for some feedback from fellow developers. https://justin-wang123.itch.io/rogue-fable-ii The main objective for this project was to create a game that is playable in a single hour while containing enough content and variety to make repeated playthroughs novel and enjoyable. I'm pretty heavily inspired by Dungeon Crawl Stone Soup and I consider this an attempt to capture the spirit of that game for times when I don't have 8+ hours to do a full DCSS run. Features, design decisions and some rambling: Themed Zones: The game contains a total of 7 different themed zones each with its own unique monsters, traps, environmental hazards and level generators. For each playthrough the first few dungeon levels are always the same basic zone but then in later levels 3 of these themed zones are chosen randomly. The idea here is to give the player different combinations of themed zones with each playthrough. I think that just random placement of rooms, corridors and monsters is not enough to really make each run feel different so this is my attempted solution to that problem. Character Classes: There are 6 classes which I've tried to differentiate as much as possible. With rogue-likes, classes are kind of a tricky problem in my opinion. With random loot, its possible that many of the items that you find may be useless if your abilities are really solidly defined by your class. So to try to overcome this I've borrowed some ideas from DCSS and given each class a starting book from which they learn their class specific abilities. Later in the dungeon you will find the books of other classes allowing you to multiclass to some extent if you choose. There are some inherent statistical differences between the classes but most of it is defined by their starting equipment and their starting book. In this way I'm trying to have the classes be most differentiated at the start of the game but then the way in which you develop your character is dependent on what you find later in the dungeon. Damage Model: I've continued with a fairly deterministic damage model though with the addition of random critical hits and misses thrown in a very small percent of the time. I find that random damage is just sort of noise when I play games and just makes it difficult to judge tactics while not really adding that much unpredictability. I cant really call the difference between 5,6 and 7 damage 'random'. So my solution to this was some small percent of the time there's a critical hit (x2 damage) and some small percent of the time there's a miss (0 damage). My thinking here is that this reduces noise, increases the players ability to play tactically and when the dice do fall a certain way a big effect is produced. I've thought a lot during this project about this sort of 'meaningful randomness'. The themed zones could be seen as a form of tackling this issue. I've also generally moved away from say generating 3-6 gold per level and instead just made it a constant 4 but with a 10% chance to spawn a treasure room on a level full of piles of gold. I feel like players are unlikely to notice these small fluctuations in gold per level but a room full of treasure is sure to get their attention. This sort of design is carried through a lot of the project and is something I'll likely continue thinking about in the future. Feedback: All feedback is greatly appreciated. The game is pretty close to what I'd consider 'complete' there's just some graphics missing in a few places and maybe a few balance issues here and there. I haven't really gotten to adding a lot of help text yet so one thing I'm particularly interested in is any confusion that crops up during play, anything that doesn't make sense. Obviously balance and challenge is a pretty big deal as well. I'd like at least with the easier classes for players not to just get slaughtered in the first few minutes, so I'd appreciated your experience in this. Last but not least, crashes, bugs, weird behavior, all that stuff that I'm sure keeps us all up at night. A copy paste of the browser console after a crash would be extremely helpful.
  6. Thank you very much for all the feedback Eneko! I've got lots of time this weekend so I'll be busy on getting all the issues you listed fixed. You didn't actually lose any jobs with the first guy, he would have just told you to talk to the sheriff and doctor. Quest panel is not implemented yet. The mutant lab crash is definitely a big problem, I was fiddling with generation code in that area so hopefully I just did something silly that's easy to fix. Thanks again, I'll post back here with updates once I get everything fixed up.
  7. Hi everyone! I'm looking for some feedback on my current (unnamed) project which is nearing completion. This is my 3rd iteration on a rogue-like and as with the previous projects, I want this game to be able to stand on its own while also acting as the base of the next project. Link: http://game-test-page.comoj.com/Wasteland/ Screen Shots: Overview: - Static overworld with towns, npcs and quests. - 6 Randomly generated dungeons and a couple of surface locations. - Skill based character development allowing characters to specialize or generalize in melee, stealth, ranged and psionic combat. - Approximately 100 items, 50 monsters, and 20 spells. - Primary focus is on careful resource management and combat tactics. Controls: I hope the game is mostly self explanatory (please let me know of any confusion). Most of the controls have yet to be explained in game so I'll list them here: - Clicking with the mouse moves or interacts (including attacking) - Clicking any item in the inventory will use it (equip, cast spell, consume potion etc. - Clicking player (numpad 5) will wait a turn (this is important in combat for positioning) - There is partial keyboard support with the numpad providing movement and bump to attack (it works the same as clicking adjacent tiles). - E key will auto explore - R key will (r)ecast the last spell - W key will (w)ield the previously wielded weapon - A key will allow you to target distant enemies using numpad to move the cursor and 5 to click (this works the same as clicking a distant tile). Feedback Any feedback is greatly appreciated with the following topics of particular interest to me: Difficulty I've been playing this game for so long I no longer have even the slightest clue as to what the difficulty is for other players. Obviously as a rogue-like its intended to be difficult, something that you need to play repeatedly and learn all the little tricks in order to win. With that said, I'm curious as to how the challenge level is for everyone. Pacing and Length Similar to the above point, I can rush through the game at a pretty rapid pace but I also find that it gets repetitive at points though this is largely due to having played it hundreds of times. How is the overall length of the game? Are the dungeons to long, to short, or just right? Is new content introduced at the right pace? Usability This is a big one. Is it obvious how to play the game. Does the UI give enough information or is there anything missing? How do the controls feel. Does the game give you enough direction that you can figure out where to go next. Bugs Obviously I'm anxious to hear about any crashes or lag spikes or unexpected behavior. Features Any general suggestions for new features or improvements. Future Plans: I'd like to wrap this project up in the next few weeks and then as previously mentioned use it as the base of a larger, more ambitious project. Roughly speaking the direction I want to go in is to create a continuously scrolling over world (getting rid of the world map) dotted with different environment biomes, ruins, highways etc. I want to add crafting, harvesting any all the standard features of a survival sand-box game. The idea is that the player gathers up resources, equipment, and other consumables on the surface and then tackles one of the large, extremely difficult dungeons. In tackling the dungeon the player uses up most of his supplies, damages his equipment sustains lots of injuries but gains some powerful artifacts, crafting recipes or something which allow him to push out further on the surface. Generally speaking I want a sort of two-mode game in which gameplay on the surface is survival sandbox in which you prepare to tackle the next dungeon (which roughly increase in difficulty). Upon completing the dungeon you gain something which lets you explore further, craft more, generally experience more of the game. I plan to have an actual end game and victory condition. I'm hoping to overcome the main thing I dislike about sand-boxy games such as mine craft or dwarf fortress which is that generally there is little feeling of progression after the early game has been overcome and I always end up getting board without obvious goals.
  8. First, thanks for playing! Sorry to hear about that crash, never experienced that one myself, will have to look into it. I've gotten a decent number of bug reports so I'll be releasing a patched version in the next day or two. The lack of reward was a conscious design choice. I didn't want monsters to drop loot simply because I don't want the player to have to feel like they need to kill all the monsters. I enjoy the idea of a roguelike being this great impossible heist with very limited resources and impossible odds. In later levels its basically expected that you avoid as many enemies as you can. So the enemies give you experience, which helps but I wanted to not punish the players for playing carefully and avoiding difficult fights.
  9. Link: http://www.kongregate.com/games/Justin_wang123/the-rogue-fable Hi everyone! I've just completed my second attempt at a browser roguelike game and would love some feedback from fellow developers. Some thoughts that went into designing this game: Deterministic: The game is almost completely deterministic. Weapons always hit, all damage is constant (though mitigated by armor and resistances), healing recovers a set amount of hit points etc. I placed both the remaining hit points and damage directly on enemy sprites as I want players to know exactly what will happen in the next turn. In general I've tried to make the game as tactical as possible with the player given perfect information regarding the state of the game and the results of his actions. No Health or Mana Regeneration: The player either needs to consume items in his inventory or consume resources in the level to regenerate mana and health. Character Development: I've tried to strike a balance between allowing the player to define his character build and allowing the RNG to define it for him. The items in you find are the major way in which your character build is defined with skills playing a lesser role. Furthermore I included shops so that the player has some control over which items he carries. I intentionally made the inventory small in order to force players to drop or sell items that don't contribute to the strategy he's developing. I hope that each play through players will assess the sort of drops their getting and develop a unique character development strategy for that run. In this way each run should be unique. No Useless Items: Even though players will generally be specializing in some variation of melee, ranged, caster or stealth build, I wanted all items to always be useful. For example when a scroll is used, if the player has sufficient mana, then only mana is consumed, otherwise the scroll is consumed. In this way I hope that non caster characters will still feel it useful to carry around scrolls for emergencies. As a counter example, mana is balanced in such a way that casters cannot endlessly fling spells around but must rely on melee or thrown weapons to deal with trash monsters. Multiple Effects: I tried to make most items and spells have multiple effects. Healing potions can be drunk at full hp to increase maximum hit points, food also restores health, fire spells can ignite vines, ice spells also freeze enemies in place. There is generally no best weapon type: swords hit multiple enemies, pole arms have increased range, daggers can back stab unaware enemies. Heavier armor reduces maximum mana. Feedback: Any feedback is greatly appreciated. Until now I've focused mainly on small games with procedurally generated levels. For my next project I plan to use this games character development, combat and general gameplay as base on which to build a more extensive role playing game with hand crafted levels, NPCs, dialog and quests, so feedback will be informing my next project as well as this one.
  10. Yeah, maps are randomly generated. My previous game was a roguelike so I think I had them on the mind when developing this one.
  11. Very nice pixel art! I also wasn't able to leave the first screen, not sure if you have to reach a certain score to move on. One point of feedback I noticed right away. The blast from your cannon is so big and the actual projectile that you fire is quite small. I found it difficult to tell if I was actually hitting people with my bullets at times.
  12. Hi Everyone! I just finished my new game Star Co. and I'd like some feedback on it. All suggestions or criticism are welcome and very appreciated. I'm especially concerned with the difficulty curve across the levels and just the general level of intuitiveness (does the game need more instructions or prompts?). Also, as a long time lurker and first time poster I feel I should take this opportunity to thank everyone who contributes to these forums as without all the information you guys freely share, this game definitely would not have been possible. So thank you everyone! Game Overview: Trade, fight, harvest and explore the stars in this science fiction role playing game. You are an independent star ship captain and sole owner of Star Co. a (currently) broke start up company looking to enter the lucrative space industry. By completing contracts you will gain experience, develop your characters skills, earn credits, upgrade your ship, and gradually build your companies net worth. Game URL: http://www.kongregate.com/games/Justin_wang123/star-co Screen Shots: