It had its first public release on the ARRP and looks pretty solid. They seem to be building on the basics and will evolve with character development and friendly towns from there. Theme is light and classic, yet it can be fun to play even in its current status.
It’s been more than a month, still, I present you the results of the first ever ARRP, directly from roguebasin! Short reviews will be made for each one in the following week,
- Albion by OrangyTang
- BOSS 2.4a by Michal Bielinski
- Cataclysm by whales
- Cracks and Crevices by Stu George
- Dance of Death v0.6.136 by Nolithius
- Dungeon Monkey Unlimited by Joseph Hewitt
- Dweller 1.4.0 by Björn Ritzl
- Expedition v0.1.8 RC3 by Slash
- Exploring The Bleak, Release Candidate by Nathaniel Inman
- Fall From Heaven by User:Jolly Roger.
- Iso Unangband WIP 4 by Hansjoerg Malthaner
- NLarn 0.6 by Joachim de Groot and Johanna Ploog
- Rogue Assasin by Numeron
- SewerJacks 0.8.8a by corremn
- Teratogen 0.0.3 by Risto Saarelma
- The cave – Walking @ by Jice
- Toby the Trapper 1.2 by Darren Grey
- T-Engine4 / ToME beta11 by DarkGod
- Traction Edge, techdemo 0.1 by Mongrol
- Umbra 10.09 Alpha, by Mingos & Jice
|Platform||Linux, Windows; (open source)|
Seven Day Roguelike Challenge in 2010 was very fruitful. There were fifty games released. Some of those are inspiring enough to have a successor. Math: the Roguelike is successful in this regard. Hydra Slayer is another game based on kind of mathematics but was written in even shorter timeframe. First version appeared after one day of coding and another of playtesting. Its uniqueness to the world of roguelikes is based on two factors.
During two months of its existence Hydra Slayer had astounding number of seventeen releases! And that is not counting archives uploaded just to fix really minor bugs which did not have own version. Such development speed is virtually unheard of in this game genre.
Second but no less important factor is theme and scope of the game. Hydra Slayer focuses on a tiny fraction world but fleshes it well. As a student of long forgotten profession you venture deep into Hydra Nest to make yourself a great career. Your goal is to slay all hydras on a level. To kill one you need to behead it. The trick is you cannot use your shortsword (-4) if target does not have at least four heads. Same rule applies for blunt weapons and shield bashes. To use a trisector (/3) on a hydra it has to have number of heads divisible by three.
To further complicate the task hydras have tendency to regrow heads which frankly is not news to anyone. Slayers would be well advised to use weapon imbued with element most effective at defeating chosen beast. Swinging a flaming claymore at a fire hydra will only get you double the quantity of heads you cut. However attacking with a bone bastard sword may give it opportunity to regenerate only one more.
Fortunately there are many items left by previous warriors who were well provisioned. They did not have knowledge of hydra slaying art which you have. Runes of decapitation, runes of cancellation, scrolls of transmutation and potions of power juice are some of things you will find. There is no point describing them here because help system in game is neatly designed.
Main strength of Hydra Slayer is unique theme and easily understood interface. A fine coffeebreak game. After defeating ancient hydra you can ascend and score but also go down for more challenge. Sadly it becomes boring rather quickly.
Mingos: On September the 19th, the first ever Annual Roguelike Release Party took place. Its result: over a dozen interesting releases, including new games and updates to existing ones. A rather exotic ARRP release was Umbra, a C++ framework written by me and Jice. We’re here to have a small chat about Umbra and its connection to the roguelike world. Continue reading “ARRP 2010: Umbra”