Dungetris (Review)

Source: Cashmoneys
Price: £3.99
Where To Get It: Steam

Dungetris is not, sadly, a game you’re going to be playing for enjoyment. To pass time, yes. To see an interesting idea, yes. But sadly, the creativity extends only so far, making this… Not a bad purchase, per se? But one where purchasing with awareness and acceptance of its flaws is perhaps wisest.

This is what victory looks like. It will look something like this from about Act 2 onwards. It looks a little like this in Act 1 too.

So let me help you there. The basic concept is an interesting one, balancing turn based roguelike elements (You take a step, time passes) with building the dungeon as you go in a manner similar to, but not quite like Tetris (Not all the blocks are tetronimoes, there’s no rotating them or slotting them, and unfillable spaces are filled in.) It’s fairly accessible, with clear UI, simple controls (WASD to move, mouseover for tooltips, right mouse to enter build mode, and left mouse to either place blocks or interact with chests/gubbins/cards, although the arrow keys are sometimes usable), and everything is mostly explained.

But problems become apparent fairly quickly. There is precisely one music track, and the sound can best be described as “Blah.” It’s there, but that’s about all I can say. Similarly, there are unlockable characters, but… They don’t seem to make a huge difference (Death is somewhat dodgier, Loic is somewhat tankier), as most of the tactical considerations come from block placement, getting the drop on enemies (Sometimes as simple as placing the next tile in the right way, others as annoying as hitting space to wait until they step next to you), and on card usage. It doesn’t help that, while experience is persistent per character, it is per character, so properly levelling up means replaying the levels, and…

…Here we come to the core. There’s that basic idea. And it’s good. Okay. Fine. But at something like a third of the way through Act 3 (81% complete, if steam achievements are any arbiter), it’s been “Kill X of Y” nearly all the way through. Sometimes that’s been relatively easy (Kill X Enemies, full stop.) Sometimes that’s been a bit finicky (Kill X Enemy Type Y, not guaranteed to spawn in any tile.) Sometimes, it’s just a pain in the arse (Kill X Elite Enemies, which, as the screenshot below shows, was the time I stopped to write this.)

Kill things again? But daaad, I’m *tired* of just killing things!

What do these have in common? Padding. I have all the cards, so there’s no sense of progression there. I have all the characters, and progression of more than one means more of the same. New tiles and enemies stopped appearing somewhere near the beginning of Act 2, and, due to the way the tiles work? I’d killed the boss of Act 2 in… Pretty much every level. So when I was asked to kill the boss at the end of the act?

I sighed.

Act 3’s first level, and the Rescue Smith level (allowing you to reach the smith early to upgrade cards), have been the only major difference so far, and… I wasn’t terribly impressed with either, sadly. The first required you to beat the boss before finding the Smith tile (Either that or continue to place tiles after the boss one until you hit the Smith tile), and the second required placing 200 blocks.

If you guessed, while reading that paragraph, that it feels like padding? You win an imaginary cookie. Stuffed with padding.

Death is usually a result of either being underlevelled because you switched characters, or poor planning. That’s… About it, honestly. Note: Both Space and R kick you back to the main map rather than R restarting the level. This may get fixed in the future. Maybe.

So, in the end, I can’t really recommend Dungetris, as it doesn’t have much going for it except grind, but I can’t say it’s bad… Just shallow, grindy, and padded out. For £4 , though, if you want to take a look, it’s still fairly accessible, and a good time waster, but that’s about the extent of its good points, sadly.

The Mad Welshman hefted another oddly shaped brick with a monster in it. He was hoping for a chest piece, but you know how it is with these brick sets… Can never find the one you want.

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Going Back: Dungeon Hack

Goodness me, that rhymed. Lovely. Well, anyway, once again, it’s time to set the Wayback Machine, and the interesting game for this outing to the groggy times of yore is Dungeon Hack, the only official, licensed Dungeons and Dragons roguelike. Which is highly amusing when you consider how much early roguelikes (And even some modern ones) have been influenced by 2nd Edition DnD.

Dungeon Hack, released just after another title I’ve briefly dealt with, Dark Sun: Shattered Lands, uses an interface very similar to the Eye of the Beholder games. Similar enough, in fact, that I’m halfway convinced it’s the same engine, despite being developed by Dreamforge (Who, like SSI, created strategy and roleplaying titles, and did not survive 2001.) Nonetheless, it’s not the engine, so much as the visual style that impresses. There are several different level themes, all of them have a variety of different locks, tapestries, paintings, and gewgaws, and, if it weren’t for the rest of it, I would say that every run is a refreshing and different experience.

One of something like… An absolutely *silly* number of potential locks.

Unfortunately, I’m not saying that. Every run is, in fact, a tedious nightmare that often ends on dungeon level 2, due to the mechanical aspects of the design. Procedural generation has come a long way since the days of rogue, ADOM, and the like, and Dungeon Hack shows one of the weaknesses of early experiments… It’s predictable, and the difficulty curve is not so much a slope as one of the cyclopean steps of Great Cthulhu’s abode. As is often the case with roguelikes, there is a single, playable character.

But many of the monsters in AD&D are, in fact, balanced around groups taking them on. A perfect example of this is the main monstrous feature of the second dungeon level: The humble Ghoul. The Ghoul is normally a cowardly eater of the dead, picking on things it thinks it can eat, and making corpses when… Well, the corpses it normally feeds on are scarce. To aid it, it has a paralytic venom in its claws and fangs. Now, to be perfectly fair to the developers of Dungeon Hack, unlike in Eye of the Beholder, when your character is paralysed, they can still move (but not attack or use items), whereas if a mass paralyse from a Beholder hit in EoB 1’s later levels, you were pretty much dead.

The problem arises, then, from the fact that it’s corridors… And rooms. And corridors predominate. Corridors in which the other monster type that always inhabits the second level, the Troglodyte (in 2E, a stronger, but less intelligent relative of the lizardman) are very likely to ambush someone who hasn’t cleared the way behind them, and, even then, may get surprised by a respawn. As a Mage, you may just about have fireball at this point (Requiring a rest after every cast to regain it… We’ll come back to resting), as a warrior, you don’t really have any recourse except that old first person RPG technique of the sideways shuffle (Exploiting the AI in… Er… A room… To, er…Well, crap, that sort of invalidates it in a large set of situations, doesn’t it?), and it’s only as a Priest that you get… Turn Undead. Which, on the one hand, you have an infinite supply of. On the other, it’s not guaranteed to work, and you’re not guaranteed to hit on the attack that will break the Ghoul out of its “OhGodsAHolySymbolRunRunRun” mode Turn Undead tends to put it in.

Ghouls. There are many words I have to say about a lone adventurer fighting even small groups of ghouls. The vast majority of it is unprintable, even here.

So yeah, the difficulty’s a little sharp. Adding to this tedium is the predictability of monsters. Yes, you will always encounter Ghouls and Troglodytes on level 2. Just as you will always encounter Goblins and Orcs on level 1, with only the occasional Out of Depth monster to liven things up… Usually in a rather fatal manner.

And then, there are the keys. I mentioned before that there are a variety of different locks, and hoo boy, does the game use as many as it can. Each locked door has a specific key type. I’ve never encountered a situation where the key was behind a door, but each level becomes a case of three things: A sweep and clear, not unlike those annoying missions in Hero Quest and Space Crusade (Remember those?) where the victory condition was “Kill everything”; A hunt for various keys (Ice keys, flower keys, gold keys, chrome keys, platinum keys, bone keys, missing bull horns… The list is quite large); And, another staple of first person games and DnD RPGs of the time, either being a Dwarf, able to sense secret doors, or looking at the map, noticing large empty spaces, and wondering which of the walls you’re going to try and walk into will, in fact, turn out to be illusory.

Fun! It’s interesting to look at a game like this, because it has a lavish (if overacted) introductory cutscene (Involving the sorceress/demigod/secret deity… I forget which… Who sends you on the quest, and Sir Not Appearing In This Game, possibly the biggest, dumbest adventurer I’ve seen since Lands of Lore’s Conrad “The Scones Are Still Intact” McAdventurerson), a lot of thought put into a lot of locks and tapestries and statuary and fun things that mostly don’t have any bearing beyond looking pretty (Which I approve of), and yet… Once you get past that, there’s almost no balance, a steep difficulty spike on the 2nd level, and even less context than Angband or Nethack, relative contemporaries (1990 and 1987-2015.)

…I smell a cutscene, VO so fine!

Would I recommend playing it for enjoyment? Oh, Mystra, no! Would I, however, encourage budding developers to look at it critically? If you’re into procgen, licensed RPGs, and step/tile-based first person RPGs, yes. Because it is, to me, interesting to examine. Even if the examination can be… Rather painful.

I’ll get you, Ghouls. And your little frogs, too…

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Early Access Review: Delver

Source: wanna say bought? It’s been a while… @.@
Price: £5.59 (or thereabouts)
Where To Get It: Steam, Official Site
Other Reviews: Release

After my experiences with Barony, way back when, I felt somewhat burned out on dungeon crawling. But, of course, with a new year comes new updates, and one that happened while I was away was a content patch to Delver, a procedurally generated first person dungeon crawler that, like Barony, takes at least some of its inspiration from Ultima Underworld and their ilk… Along with a teeny bit from old Roguelikes such as Angband or Nethack, in which you, an adventurer, enter a supposedly shifting dungeon complex near a wizard’s tower that’s suffered a bad case of subsidence, to retrieve an orb attributed great magical power.

Okay, so it’s not *the* orb of great power… But, y’know, it’s a skullball, and it floats!

That, and potions not having a known effect, are basically the main nods to the genre Delver comes from. The rest is pretty much its own thing, and, despite some niggles it can’t really help but have, I’m… Okay with it! So, let’s get the niggles out of the way first: Equipment, and predictability.

Equipment, specifically weapons, degrade over use. And, of course, you never know when you’ll get the next one. I’m telling you this now, because… The game doesn’t, and it comes as a somewhat nasty shock when you look in your inventory and happen to notice that your Peachy Keen Sword of Being Quite Quick (Previously Excellent, doing 9 to 12 damage) has now become The Blunt And Cracked Whiffle Bat Of Still Being Fairly Quick (Doing 1 to 4 damage.) If armour suffers the same way, I have yet to notice, thankfully (THAT’S NOT AN INVITATION OR REQUEST!) Similarly, while the most recent patch went a long way toward controlling your ranged ammunition shortage (What with recoverable arrows, sometimes even from corpses), this, too, is a major concern you should keep in mind while playing: Save your wands and ammo for ranged enemies.

See that skelly in the background? That’s the *real* threat.

As to predictability, this is somewhat of a double edged sword with Delver. On the one hand, you know what to expect in each of the (currently) four or five types of dungeon you encounter, and so you know, for example, to save ranged stuff for the Caves/Dwarven Mines, in which Eyebeasts can ambush without a whole lot of warning, then scoot rapidly out of your range to throw fireballs. On the other, it becomes a case of “Yes, okay, Ruins, good fine, let’s get onto those orc type fellers down on Sewers 1 and 2, eh?” , and that can… Well, get a little bit dull at times. The door behind the fireplace in the underground bar is like an old friend, and I view the unstable ground over the lava pits of the Ruins to be the cackling rival, occasionally trapping me in a pit with no way out but death and reincarnation outside the dungeon despite the fact I know they’re there, god-dammit…

Still, there’s a fair bit that’s good about the game, and it is still in development. The tile based, pixellated look works quite well for Delver, each weapon type has at least a couple of swings, easily memorised, and each run takes anything up to an hour (Depending, obviously, on caution and skill), so it’s not a time demanding game (Something I, as I grow older, grow a little more grateful for each day), and the music is pleasant, fitting, and at times, quite dramatic.

Even the campground has… Y’know, *some* drama. That dang bard, hiding things and playing sad tunes… >:|

So, is Delver worth a gamble? Well, let’s think. Less than £6, for a start, does have story (in the form of notes, which I won’t spoil, because although it’s as simple as the game right now, there’s still some good, short reads in there about the poor sods who came before you), and, while it has been called shallow (It is, a little), that’s not necessarily a bad thing, so long as you know it’s not going to have you poring over loreposts in forums. It’s fun, it’s somewhat challenging, and it doesn’t demand you Get Good… Only mildly suggests it while stressing you’re there to have fun and relax.

…And I’m okay with that.

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Vagante (Early Access Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam , Humble Store
Other Reviews: Early Access 2, Release

Vagante, it seems, is a game that’s rubbing me the wrong way. The title translates as either Rambling, Stray, or Vagrant, and I suspect, considering it involves adventurers travelling in a wagon, the last one. As to what it is? Well, it’s a procedurally generated action platformer with RPG elements. Specifically, Dark Souls. And therein, for me at least, lies the problem.

I can almost guarantee you, this is the brightest you'll ever see the game.

I can almost guarantee you, this is the brightest you’ll ever see the game.

Visually, it reminds me of a darker, harder to navigate Spelunky, a game that, even now, I still go back to every now and again, because it’s quick to play, and easy to get the hang of. Similarly, the music, the squeak of bats, remind me somewhat of that genre classic, and the tile based generation is quite obviously similar… And I forgive what generation imperfections there are right now because it’s in early access, and I’m sure they know about things like some chests being inaccessible unless you have Floor Phasing on floors where an item with that quality hasn’t dropped.

Unfortunately, from there, it feels like it’s hard for the sake of being hard, and the Dark Souls influence is extremely obvious, from the unlockable Deprived option (Where you have no items, weapons, etc…) to the combat depending on understanding patterns and working with weapon speeds, to a boss in every level, to mimic the bosses of areas. Oh, and bats, levelling up, and a “stability” stat that governs how often you get stunned/knocked back.

A lot of which doesn’t matter when you can all too easily bounce off an enemy into instant death spikes just before you realise what’s happened, instantly and prematurely ending a run. Or take enough damage from enemies that you pretty much know you can’t beat the boss of the level… Whether due to being too rash, to the inconsistency of whether dagger strikes will properly murderise a goblin before it can get its weapon animation off, due to falling off things due to sometimes fiddly ledge grabbing, or simply because you’ve misjudged whether that bat really is in line with your weapon, among other things.

This is before we even factor in class elements, like how the fighter’s sword skill adds control complexity and makes it more likely I’m going to be stuck facing the same direction on my next attack when I just want to turn around and smack that sodding Goblin that’s behind m-oh, I’m dead.

Pictured: Facing the wrong way, in a canned animation, about to get nommed.

Pictured: Facing the wrong way, in a canned animation, about to get nommed.

Speaking of classes, no class is, thankfully, completely useless, but mileage will definitely vary, even between runs, on the four classes (Warrior, Rogue, Wizard, and the unlockable Wildling, a barbarian type who likes to punch things.) I’ve had the easiest time so far with the Rogue, because I know the hitbox of the dagger, it attacks quickly (Quickly enough that, most of the time, I can kill a goblin before it gets a swing off, unlike the other three), and I have the backup option of the bow (Which does tat for damage, and is slow to fire… But, of course, is ranged, which means you’re not being smacked about.) However, how well I do depends on a number of factors. For example, one of the bosses of the first three levels (And you will encounter all three bosses before moving onto the forest, presumably encountering another three bosses over three levels… I wouldn’t know, I’ve never finished the Forest area.) is a dragon. He does 5 damage, plus burning, every time he hits me with one of the three fireballs he spews as part of his pattern (The most common pattern, by the way.) If he’s in cramped corners, and I’m playing a rogue, I can generally stab him and not die. If I’m the Wizard, I can generally pull an Emperor Palpatine on his arse while dodging fireballs in almost the same time regardless of whether he’s got room to move.

…If I’m the Warrior, I am extremely dependent on either a) Having found a lot of arrows/offensive magic before I meet him, or b) him being nice enough to stay close enough to a platform I can hit him quickly enough that he won’t melt me before I stab him.

I’ve only ever killed the Wood Golem (A Forest boss) with ranged options. And let me tell you, ranged option fights are fucking tedious. Stabbing with a quick weapon? Pli-pli-pli-plink, maybe add another “pli-”, and your average enemy is dead. Takes a second or two. Using a normal weapon? Stab, maybe a second if you’re comfortable, retreat a bit to not get hit, stab, Bob’s yer uncle. A ranged weapon? Draaaaaaaw, fire. Less damage than a dagger swipe. Draaaaaaw fire. Oh wait, now I have to run away so I can do that some more. Heavy weapons, such as hammers, or especially battle axes, have their own little fillip, in that not only is their animation slow and tedious, the hitbox for the attack has a minimum range as well as a maximum. So it’s of fuck all use for fighting enemies next to you. Considering that, in the first three levels, the natural urge of every single enemy is to get right up in your face? Have fun properly judging the timing! The Forest is somewhat more forgiving. There, they’re mostly either trying to eat you or shoot you, and both are more dodgeable.

Pictured: Some wooden asshole with more hitpoints and damage than he perhaps deserves.

Pictured: Some wooden asshole with more hitpoints and damage than he perhaps deserves.

Meanwhile, I just don’t know how some of these mechanics work. Spells have levels. What raises those levels? Beyond a perk, that is…? Why is it that some goblins seem to have a better ability to get off their attack animation despite me frantically punching/stabbing them like I’m Kenshiro from Fist of the North Star? Is there actually a point to the stat skill trees beyond extra damage with X or slightly more hit points, over, say, the ability to mix unwanted potions into maybe the much more needed Potions of Regeneration (Not a guaranteed thing, but hey, better than maybe an extra point of damage or two) , or one of the many other skills of varying usefulness and added complexity?

I don’t know for sure, but I do know this game frustrates the hell out of me, from its FUCKING BATS (I will nearly always capitalise that, because game developers really need to learn that bats aren’t good. Their only functions in this game, just as in nearly any other I’ve seen them in, is to annoy the hell out of you, make you wait for them to come to an ideal position before you can kill them, and to occasionally knock you into spikes because you were paying attention to something else that might have knocked you into spikes and kill you), to bosses with way more hit points than is sensible (Forest Golem and your almost insta-death slam, almost insta-death rock throw, and fight that mostly consists of praying I don’t run out of ranged options while taking ten times as long to kill as any other boss, I’m looking at you) and inconsistent difficulty based on where they are (Most of the cave bosses qualify here, from “I can’t hit this f-ing dragon” to “I got thrown into spikes I didn’t even know existed by the Boss Goblin.”)

While we’re on the subject, and in summary, I’m sick and tired of “Roguelike” being a byword for “We will kill you with factors outside your control such as boss arenas”, and I’m sick and tired of “Inspired by Dark Souls” inspiring tedious combat that somehow inspires people to respond to genuine complaints about gameplay flow, fuck-you traps and enemies (HELLO, LURKER ON A SINGLE TILE I NEED TO PASS THROUGH), and FUCKING BATS (Themselves with issues when it comes to murdering the stupid squeaky bastards) with “GIT GUD, SCRUB.”

The already dark environment gets even darker when you're dead, so unfortunately, you'll have to take my word that a bat knocked my into an instadeath spike out of nowhere.

The already dark environment gets even darker when you’re dead, so unfortunately, you’ll have to take my word that a bat knocked my into an instadeath spike because I couldn’t *precisely* hit the squeaking little shit.

Each “run” doesn’t tend to take long (About 10 minutes, on average, to the Forest), but even so, without improvement, I’ve seen the Dark Caves enough that I’m most likely going to be heartily sick of them when I eventually come back for the release review.

The Mad Welshman is dead. Game Over. Oh wait, he respawned as a Console Critic. And then died and is a PC critic again, and then…

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Caves of Qud (Early Access Review 2)

Source: Early Access Purchase
Price: £6.99
Where To Get It:
Steam
Other Reviews: Early Access 1


It perhaps says something, whether about me, or the design of Caves of Qud, that I hadn’t actually noticed it was still in Early Access. “Oh, I haven’t gotten to this fellow yet!”

“That’s because we hadn’t put him in yet.”

Before you go thinking this is a bad sign, I’d like you to take a look at this map. This map is, as far as I am aware, entirely explorable, although certain areas are more deadly than others. It’s just, right now, there’s only a few quest lines, and you have to explore to find more than two of them, or, indeed, some of the other odd sights of the game.

Pretty much all of this is explorable. Each "tile" here appears to be about three screens wide/high. That's a lot of screens.

Pretty much all of this is explorable. Each “tile” here appears to be about three screens wide/high. That’s a lot of screens.

Good example, on my last run, I was curious about a fish, just sitting there in the open. Turns out it was a trader, and a pretty good one at that. So yes, this is emblematic of how Caves of Qud is meant to be played: Carefully, and with attention paid both to the in-game manual and the surroundings. Especially since even the starting areas are a threat. So let’s talk about the various early-games of Timot, Mutated Human Tinker.

Timot, in all of the universes we are about to discuss, knows how to move, has a stinger on his back with paralyzing venom, glows in the dark, and is strangely muscled for one of his slight stature. He has learned a secret of the ancient mechanisms of Qud (Usually, it must be said, some form of grenade or other easily understood weapon), and can make them if he has the materials (Again, he usually has enough to make at least one.) His story always starts in Joppa, a small village with a food problem, a Zealot of the Six Day Stilt (an anti-machine cult… The Zealot seldom survives), an irascible tinker named Argyve (Who Timot invariably makes friends with, by trading some of his gear with), a trader of the Dromad people (Camel like merchants), and several chests (Which Timot loots. So don’t feel bad about his many deaths, Timot is not a nice person. So few are in Qud.)

A Qudzu field. Qudzu, in this game, is even nastier than normal. It rusts things. And it *wants* to rust things close to it...

A Qudzu field. Qudzu, in this game, is even nastier than normal. It rusts things. And it *wants* to rust things close to it…

Even here, there is potentially death. In some universes, Timot is interrupted in his thievery by Ctephius, a glowing ray-cat, and the villagers’ justice is swift. Rarely, the Zealot is triumphant, and Timot’s corpse feeds the water giving vinewafers. But Timot soon sets off, either to the Rust Plains, to gather copper wire for Argyve’s communication device, or to the caves to the north, to deal with Joppa’s food problem.

To the east, canyons and caves. To the north, however, the universes diverge more readily. Sometimes, a road bisects the vinewafer marshes Timot tramps through. Sometimes, Timot encounters ruins of the ancients, with their defenses still active, and larger, nastier creatures. All too often, Timot has cried “I have found this ancient device, and divined its meaning, it is a fine weapon, and no-URK” , as the Chitinous Puma he hadn’t noticed, or foolishly ignored, eviscerated him. Yes, even on the way to one of the first quests, creatures vastly more powerful than you can be encountered, and you can’t always run away in time. Other things only look tough, thankfully.

In another set of universes still, a vast fungus or slime field lies between Timot and his goal of Red Rock. These also have potential for good or ill, as the Weeps of the fungal fields, long forgotten biological tools of the ancients, create many substances, whether water-spoiling salt, black welling oil, life giving water, and sometimes, stranger substances, such as acids, cider, wine, honey, and even, in one case, lava. But guarding those Weeps are the fungi themselves, infecting any who dare to come close with their own unique brand of fungal infection, from the relatively benign Glowcrust to the more annoying Azurepuff.

An extremely good example of the more dangerous Weeps. That creature is about to learn that no, dousing yourself in a river immediately after dousing yourself in lava is not a solid survival strategy...

An extremely good example of the more dangerous Weeps. That creature is about to learn that no, dousing yourself in a river immediately after dousing yourself in lava is not a solid survival strategy…

This is all before Timot even reaches Red Rock, although he could bypass a lot of this by virtue of quick travel. But then, why would he, when the rewards can be so grand? Admittedly, a lot of the time, it’s food, or basic weaponry to trade in exchange for items, trade goods such as copper nuggets, or that combination of lifegiver and basic currency, water. But a single Water Weep, especially early on, is the stuff of mercantile legend, and the canny (or lucky) explorer can find lost technology, from grenades of various sorts, to utility devices like those poorly understand teleportation devices, the Recoilers, all the way to the truly strange, such as symbiotic fireflies, spheres of negative weight, or the fabled gaslight weaponry, elegant and lethal symbols of forgotten glory.

Of course, death also comes in many forms to the unwary, and the game is not the friendliest to begin with. It’s definitely a game where reading the in-game help is highly recommended, and, while the alternate overlay mostly reduces clutter, I find it far more useful to use the older stat/message overlay, turning it off to reduce clutter when I’m not in a dangerous situation, and holding ALT to more clearly see certain terrain features (Trash, mostly.) Sadly, the alternate button overlay is somewhat cluttered itself, obscuring several portions of the screen.

Still, that there’s enough in the game already to explore and wonder at that I completely missed the fact an important NPC hadn’t been introduced until last week speaks well of the game, and roguelike fans may do well by themselves for checking it and its mostly readable tileset out. They’ll certainly find quite a few stories waiting for them.

...Stories such as Morookat, The Spiteful Thief and his Fiery End.

…Stories such as Morookat, The Spiteful Thief and his Fiery End.

The Mad Welshman looked around after he closed the door. Nobody, good. He opened the Joppa villager’s chest, grinning as he saw steel and water. And then he heard it. “Mrow?”

Fuck. The Cat had found him.

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