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10 reasons why you should play this Roguelike (Tales of Maj'Eyal Edition)

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
I know, I know. We had a million threads on "recommend me...", "what are the best..." and there are even a few threads about ToME itself, but what I'd like to go into based on the example of ToME, is an actual discussion about the actual features/mechanics and why it just.. works. I'd love to read your take on your favourite Roguelikes too btw, so let me know and write something if and why you feel strongly about a classic Roguelike that is actually "like rogue" (Not necessarily ASCII however):
yTbaUKS.png

Fun Fact #1: Angband, a game responsible for kickstarting a 10 year boom in popularity for the genre, is actually a term from J.R.R Tolkien. Not to mention that Angband was derived from a 1983 game called Moria. That guy is everywhere.

I love FTL and Rogue Legacy like everyone else, but due to the core PC scene booming in the free sector during the 90's and some years after (Angband and its variants mainly) and their huge ASCII focus, these games never quite got the commercial or widespread success they deserved. Sure, there were some games here and there having decent success (Shiren series), but even after 20 years of niche popularity, these games still dont often get a spotlight, lately only because of RPG or Action hybrids like FTL and Rogue Legacy. So lets put these, admittedly fantastic, games aside for a second and talk about the appeal of the "classic" roguelike and why the hell I wanted to make this thread now.

Interesting Quote to start this thread off:
Daniel Cook said:
I've been playing NetHack for well over 20 years. It is very much a hobby for me. The long-term variability, depth of mastery, and richness of evergreen surprising moments are an anomaly in this era of disposable movie games.

Considering the originality and massive amount of variety or features of the genre at any given point in gaming history, I am slightly flabbergasted that traditional roguelikes never took off. Huge worlds to explore or endless dungeons to conquer, massive amounts of enchanted (Diablo Style) loot, unexpected encounters, deep skill sets and diverse items to combine to use to conquer any given situation, a genre that is waaaaay easier and cheaper to work on than a 100 million 3D blockbuster shooter, the threat of permadeath and deriving game mechanics, and more. These games really should be more popular, and as the rising popularity of the hybrids shows, these design decisions actually can be appealing to a big group of gamers. I can only assume that the initial rejection of classic roguelikes had more to do with people not even touching those games (Yikes, ASCII!) instead of people not liking them after they tried one. That and an aversion for Permadeath.
Not everyone needs to like Ascii, that is a perfectly fine reason to not play a game in my opinion, but especially the Permadeath structure opens up for a game structure that is not found as pronounced in any other genre popular these days.Sure, you dont need to like that either, but people avoiding those games are missing out on a completely different game experience compared to other genres. Nonetheless, some games even offer additional game modes to alleviate those concerns entirely, and I was very surprised to see how GOOD Tales of Maj'Eyal is at easing players into that world, while still offering a huge amount of depth and content, which led me to creating this thread to share my impressions with you.

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Let me tell you some tales of a continent named Maj'Eyal
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Fun Fact #2: Tales of Maj'Eyal (abbreviated ToME), was originally called Tales of Middle Earth, using Tolkienian lore, while being an Angband variant itself.

Website Link: http://te4.org/
Steam Link: http://store.steampowered.com/app/259680
Price: Free for the basic version on the website, or 6€ for the Deluxe version on Steam/Desura/whatever
Genre: Real Deal Roguelike

By now, you should have a vague idea what this game is, just based on the notion of it being a roguelike. You create your character, defeat monsters, collect loot and level up your skills to develop yourself into a turn based bringer of death. However, even within that genre there can be a huge gap between different games based on the general approach they were taking and Tales of Maj'Eyal made me think about why this game works so incredibly well compared to its cousins, so lets dive in.

1. Free, Accessibility, Mouse Controls, Graphics & UI!
The biggest hurdle these games usually need to deal with is to actually be played. The perception might have shifted a bit on that during the past few years, but when asking people about their opinion on Roguelikes, I often got a reply which contains something along the lines of "I cant deal with ASCII". I understand where this perception is coming from (Angband and friends), but no one needs to deal with ASCII if they want to play a roguelike. Many Ascii based roguelikes even have optional tilesets that you can use (see Dwarf Fortress), not to mention there are quite a few good graphical roguelikes as well (Dungeons of Dredmor, Sword of the Stars: The Pit).
ToME has proper graphics, basic animations, smart mouse over information for everything (items, skills, terrain..) and even mouse controls. Even though I dont have any issue with ASCII roguelikes, having a deep roguelike build around accessibility is still incredible refreshing. No need to dig through millions of menues. Technically, you could fully play the game with just the mouse, and even though using a combination of mouse and keyboard is more useful, it is still rather impressive considering the roots of the game.
Additionally, the game is one of the very few roguelikes which actually contains an fully realized optional tutorial, teaching the player how to move, use skills, collect items and fight. Not everybody is a fan of tutorials and so its good that its optional, but all of this makes sure that this is as accessible as it could possibly be, while still maintaining the depth of the game systems, meaning everyone should be able to dip his toes into game.
Oh and its free, no excuses!

2. Difficulty/Difficulty adjustment!
The game is hard, and certainly embraces the genre inherent ideology of "Losing is fun". You will likely die eventually, but to ease you into the experience, the game has a way less punishing easy mode (which will deactivate achievements though) and a plethora of options to make your live harder than normal. I played the game on normal for 50-60 hours and I am still sticking to that difficulty level because the game eventually kicks me in the nuts. If I ever felt confident enough, there are 3 increasingly more difficulty levels to raise the stakes.
However, even if the game is hard, its rarely unfair. If you die, you were either not careful or not prepared enough and even a newcomer to the genre can play this game because every death will prepare you for similar situations on your next run.

Fun Fact #3: "Losing is fun" is a mantra popularized by Dwarf Fortress, referring to the curiosity about their eventual demise, the fun emergent stories and the knowledge the player gains from losing and then avoiding to lose due to the same reasons the next time.

3. Content and Game Modes!
Speaking of additional challenges, if you manage to finish the main campaign, you arent just restricted to replaying the main campaign over and over again. I don't want to spoil them here, but there are 2 more modes you can unlock in the main campaign that will allow you prove your skills in a variety of other ways. I cant remember many other Roguelikes, which offer those different gameplay variants (even though Dwarf Fortress comes to mind obviously), making this a very interesting addition for a longlasting appeal.

4. Persistent World, Dungeon Randomization and level styles!
This is a bit more dependant on personal taste, but ToME generally has a persistent overworld with some set main dungeons that have randomized content and a few random events/extra dungeons that wont pop up during every playthrough, which is... interesting. Compared to games like Dungeons of Dredmor, which only focus on the dungeons themselves, having an overworld at all makes a huge difference for making a game actually come to live. Traversing mountains, defeating bosses in dungeons that were harassing neighbouring villages and just generally the feeling of taking on all the Evil that is harassing the world. However, I am usually used to that being an actual randomized world layout as well in other roguelikes. Even though this might sound negative at first, this structure allows the game to be very meticulously balanced for the progression of each character and which dungeons you should tackle. I'll go into that a bit more in 7. Meta progression.
The dungeons themselves however, are incredibly smartly put together and never feel like a collection of rooms or set pieces, which is an issue I have with some of the modern Roguelikes. Since these are relating to the different areas of the world map, they are also designed to look the part when you enter them, while also differentiating in how you will need to approach them based on their individual layouts. Icy mountains, forests, mountain caverns, sand caves, space-time warps and more. The first area you get into could be a forest, and forests rarely have concrete boundaries, dont they? You'll need to deal with lots of loop holes and stray trees there, whereas dwarven caverns have a very rigid structure with long halls, giving each dungeon a small touch of "identity" in itself.

5. Quest, Events and Lore!
This part is still massively lacking, but compared to other entries in the genre, ToME gets a bonus for having it at all. You have a small number of quests and events that you can take on, unfortunately, those get repeated quite a lot (characters wanting to be escorted to the exit, arena fights, collect monster items to brew potions), but they still offer a way of giving players some extra tasks that they WILL want to take on for their quite significant rewards. I wish these were more varied and more randomized with different type of quests that you might need to fulfill, but its still good to have them in at all, hoping that the dev will eventually expand on that aspect of the game.
What I do like currently though, is the good amount of diary entries and lore spread throughout the game as random drops and descriptions. Not quite comparable to the massive amount of generated lore that Dwarf Fortress produces, but I enjoyed reading through the diary entries of an expedition challenging a certain dungeon for example.

Fun Fact #4: The screenshot above shows how ToME once presented itself to the player back during the dark ages of ASCII.

6. Ingame progression, skills & loot!
One thing this game absolutely nails, is the feeling of character progression. You start out with a simple set of skills, which should be manageable even for beginners of the genre, though I should mention that some classes are inherently easier to learn than others (like the warrior), and then gradually develop your possibilities and flexibility to any given situation. The way that items and their powers scale up during a playthrough (or add completely bonkers abilities in the second half of the main campaign) and every single skill being a very noticeable bump in your fighting powers, makes for one of the most rewarding progression curves I've ever had in any game. Basically every playthrough gives me several awesome items that I am really glad about. Sure, some items repeat themselves after a few playthroughs, but the randomized stats mean that there is always room for improvement or surprises. All character classes also feel fundamentally different and by allowing different skill combinations you always feel like you are in control of planning your own survival, once you got a grasp on a certain character class. This also marks a big difference to many other Roguelikes with a rare amount of tactical possibilities that you always have at your disposal, compared to Roguelikes which more focus on the proper usage of single use items, allowing for a reliable planning of the combat strategy.

Fun Fact #5: Being a halfling and carrying a halfling-foot item, that usually gives out plenty of luck bonuses, makes you feel bad about yourself and gives you a ton of maluses, you monster.

7. Meta progression, unlockables & player skill!
Part of this is inherent to Roguelike game design, which focusses a lot on learning the ins and outs of every game mechanic (which I absolutely love <3). You can usually play these games and still doing fine while not learning how to perfectly use every single game system. You die, learn how to prepare for certain situations and therefore improve your own skill of playing the game. This game has 2 more aspects which play into that though, a persistent map and overall unlockables. Having a persistent map might not be to everyones taste, but it plays nicely into how much you can learn about this game. The way you approach the map, where you can find certain goodies and learning the secrets of the overall world layout.
On top of that, you can unlock more races, character classes and skill trees, which also give you a steady stream of unlocks over dozens of hours, making this a successful way of offering progress over across multiple play sessions and dozens of hours.

8. Achievements!
You see that right. One thousand, three hundred and six achievements currently. If you need a game to keep you busy for an undefined amount of time, this game not only offers content, but also challenges via achievements, TONS of them.

Fun Fact #6: Reaching 14 achievements took me 50+ hours.

9. Press Y (or Z) for AWESOME!
I am not a friend of "win"-buttons, but Y is pure awesome. ToME is accessible, but once you learned how to play the game, Y offers an option to shortcut most movement in a dungeon until you meet another enemy. This doesnt make the game any easier, but cuts down the time until your next encounter drastically, making me wonder why not every Roguelike has this feature. So, so, sooo good. Its a small thing, but actually one of the biggest reasons why I keep playing this roguelike instead of any other. Quick to get into the action, plenty of depth, a neverending amount of content and a big variety of gameplay styles.

10. Still in Development & fully moddable!
Pretty self-explanatory, but there are not exactly many Roguelikes that are already in development for years, still getting updates and being fully moddable. If you are ever bored of the standard selection, you can still look into a plethora of more classes and races to spice up your live in Maj'Eyal.

So there you have it: accessibility, depth and an almost endless amount of content. A game that is easy to learn, yet almost impossible to master in a genre that undeservedly doesnt get as much attention as it should and I dont think I ever saw a more "complete" package in the genre than this game. Considering the quality and that the game is FREE, only 250 active players at any given time is quite disappointing. Check out this game if you haven't yet, play some more if you already checked it out and if you have any other traditional Roguelike that is fascinating you as much as ToME fascinated me, let us know why!

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Some quick play hints
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1. If you are somewhat new to the genre, start with a warrior.
2. Use the mouse cursor to hover over spotted enemies to check their skills and level.
3. Not every dungeon you can access can be beaten at your current character level.
4. Check all start areas for the different races, and always play these dungeons first in any playthrough.
5. Make sure to always have a skill to quickly get far, far away (teleport, walk through walls..)
6. If you want to unlock more classes/skills/features, visit all the optional dungeons.
7. If the game tells you to be afraid, then... be afraid.

Fun Fact #7: This OP has 17,674 characters and took 5-6 hours to write, because I really want you to play this game.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
you type very slowly

Hey, I watched some series next to writing this thread because I would have been too bored writing a thread while I actually want to play the game I wanted to write a thread about :p
 

hoggert

Member
Doge race? Sold. Well, half joking. A friend of mine is a huge fan of the pre-steam version and was on my case for most of a year to play it.

Awesome post, Toma!
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Doge race? Sold. Well, half joking. A friend of mine is a huge fan of the pre-steam version and was on my case for most of a year to play it.

Awesome post, Toma!

Haha, I was expecting someone to pick up on that pic, didnt expect it to be so quick :p
And your friend is awesome for trying to make you play such an awesome game that I was ignoring for so long.
 

hoggert

Member
Haha, I was expecting someone to pick up on that pic, didnt expect it to be so quick :p
And your friend is awesome for trying to make you play such an awesome game that I was ignoring for so long.

Even better is the Dark Souls pic as a basis of the Photoshop.

If I didn't just start playing One Way Heroics, I'd pick the steam vers up, blah.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Even better is the Dark Souls pic as a basis of the Photoshop.

If I didn't just start playing One Way Heroics, I'd pick the steam vers up, blah.

Oh wow, yeah, both are definitely inexpensive games with tons of content and classes to plow through.

But... both are worth owning so everyone should own both of these games anyway =p

Oh that reminds me that I wanted to make a list of features for the non-free deluxe edition. Not sure if anyone cares enough, considering the OP is already big enough, but maybe I'll add that later.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Or you can get Elona for de free.

ToME is free too, what makes Elona stand out? Or why should I play it over other Roguelikes? I grabbed ToME in the last Steam sale and its pretty much the most complete package of any game in the genre I've ever tried. I'd love to check out some other variants with interesting ideas though (One Way Heroics would be a good example).
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Sounds nice, I'll give it a go.

Would be neat to read some impressions when you do, and/or throw some other recommendations in here. I initially planned about posting some funny emergent situations in the thread actually, but it seems like the size got a bit out of hand already anyway.

One enemy that can go f right off, are Horror Elites. Sucking me in, teleporting me to another dimension out of which I need to fight my way out, only to suck me in again. Well, thank you.
 
Nice thread Toma, I'm totally new to the genre and I never played the old ones but I played SotS: The Pit, Dungeons of Dredmor and ToME and the one I liked the most was ToME, even though I enjoyed the story/setting from SotS more but ToME feels a lot more complete, just the start with the crazy amount of combinations involving races/classes and all the different abilities makes you feel that you're going to spend a some time discovering what works better for your playstyle, for some people it may throw them off from the game but for me it just show how complete the game is.

As I said in the indie thread I didn't get far in the game but I'm downloading it right now to play again just because of your thread.
 
Indeed, the amount of content and things to do in this game blows my mind, and it's free!. And they keep adding more stuff in updates. It's perfect for newcomers to the genre as well, given how flexible the difficulty is. It's so good, I ended up buying it on Steam to support the devs.
 
Good thread. I've tried to get into roguelikes a few times, but usually end up starving to death, and I guess I don't learn all that well from my mistakes.
 

Easy_D

never left the stone age
I've been meaning to dive into my steam copy but I'm afraid I might never resurface. I've played a bunch of lighter roguelikes like Dredmor and that shit is crack.
 
Thank you for explaining the background of the game, Toma. Everything about this game makes so much more sense now. It goes without saying that this is a great thread!

Far as my experience with the game, I bought it from Steam after a brief play of the free version shortly after it released there. It's a very compelling mixture of roguelike design mixed with modern presentation values. The unlockables help to give a goal for (my) playthroughs, and the themed dungeons, story, and alternate reality(?) stuff present help to make multiple playthroughs very interesting. (Edit: I forgot about that instant explore button. That was a really great thing to add.)

As far as a mixture of presentation, depth, and good design, I think ToME is very difficult to beat. It's probably best-in-class if you're looking strictly at those aspects of the game.

Edit: And to anyone wondering, One Way Heroics is really great, too. It's a simpler game, but very well designed and a whole lot of fun. Best of all is it's only a couple bucks, so there's really no reason not to grab it.
 
I really love this game, but Ihaven't played it much since the last patch. I'm at 380/1306 achievements, which is only 1/4 but takes forever to get even these (though I think the last patch grants achievements for lower difficulty levels). I've logged over 500 hrs in this game, but a lot of that was leaving it running a few times over night.

the are a ton of different race/class combinations that really allow for different ways to play the game which leads to playing over and over and over again until figuring out what playstyle works best for you.

edit: i like that you can try it out as a non-roguelike to unlock classes and just figure out what works.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
I really love this game, but Ihaven't played it much since the last patch. I'm at 380/1306 achievements, which is only 1/4 but takes forever to get even these (though I think the last patch grants achievements for lower difficulty levels). I've logged over 500 hrs in this game, but a lot of that was leaving it running a few times over night.

the are a ton of different race/class combinations that really allow for different ways to play the game which leads to playing over and over and over again until figuring out what playstyle works best for you.

edit: i like that you can try it out as a non-roguelike to unlock classes and just figure out what works.

Yeah, that seems to be the way I am going atm, I dont think I'll be able to refuse the alluring thought of unlocking more of those, 500 is crazy though. You must have quite a bit of experience with the game, can you tell me how to deal with an elite horror that ensnares you into a vortex out of which you cant escape, teleports you to another dimension and once you are out, ensnares you again? It felt pretty hopeless, especially because I couldnt even see that thing while it ensnared me. (Daikara)

ToME is one of the best games around, full stop. The Steam version is really nice and accessible, certainly the most accessible a "real" roguelike has ever been. Global chat helps as well. Think of it as an analogue to the hint system in Dark Souls.

Yeah, it really is fantastic and the best game in the genre as far as I can see. Dwarf Fortress Adventure Mode might be more ambitious and have a bigger scale, but as a complete package, ToME seems pretty much unbeatable.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Makes me wanna play some Dungeon Crawl Stone Soup more than anything...

Did you play both? I'd love if someone could write up a post to compare these two games.
 

Easy_D

never left the stone age
Congrats Toma, you made me watch two 30-45 minute long videos of the game on Youtube and I'm hooked. Gonna fire up my Steam copy later in the evening, take it slow and let it all sink in.
 
D

Deleted member 231381

Unconfirmed Member
I love ToME, but escort quests are the fucking worst. Holy fuck are some of these people stupid. At least they don't trigger traps any more, I'm so glad that was fixed.

EDIT: Also, I appreciate the fact the classes are sort of kind of balanced-ish. If anything, from the early availability classes, you're actually better off avoiding the classes focused on magic/range, which is somewhat unusual compared to the normal wizards² trope that often predominates.
 

NervousXtian

Thought Emoji Movie was good. Take that as you will.
Toma hasn't really led me astray before... weren't you the guy who rec'd Expeditions Conquistador and NeoScavenger?

Yeah.. I'll pick this up.

I'm a cheapass though.. you should post these up when there's a sale.. ;) I'll wait for the inevitable 50% off.


:edit: downloading the free version.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Congrats Toma, you made me watch two 30-45 minute long videos of the game on Youtube and I'm hooked. Gonna fire up my Steam copy later in the evening, take it slow and let it all sink in.

Sweet, post some impressions :)

I love ToME, but escort quests are the fucking worst. Holy fuck are some of these people stupid. At least they don't trigger traps any more, I'm so glad that was fixed.

EDIT: Also, I appreciate the fact the classes are sort of kind of balanced-ish. If anything, from the early availability classes, you're actually better off avoiding the classes focused on magic/range, which is somewhat unusual compared to the normal wizards² trope that often predominates.

I rarely have much issues with the escort missions actually, I just have them walk behind me all the time since you are faster than them. Also they give sweet bonusses, I remember one run where I got a skill to heal myself automatically if I fall under 50% health which I normally couldnt get with the class. Sweet stuff.

Toma hasn't really led me astray before... weren't you the guy who rec'd Expeditions Conquistador and NeoScavenger?

Yeah.. I'll pick this up.

I'm a cheapass though.. you should post these up when there's a sale.. ;) I'll wait for the inevitable 50% off.


:edit: downloading the free version.

Haha, yeah, being a cheapass is not the best excuse here :p

I did the NeoScavenger thread I think and recommended Expeditions in the Steam thread (and a million other games).
 

DJ_Lae

Member
I picked it up cheap in an indie bundle a while back, played the tutorial, liked what I saw, but just haven't had the time to devote to it that I'd like and I'm not about to play bits and pieces here and there.

I want to dive headfirst.
 

Damaniel

Banned
ToME is awesome, but I'll always have a fond spot for vanilla Angband (which I still play semi-regularly). I played ToME back in the day when it was still a direct Angband variant itself, and it's amazing how distinct (and different) of a game it's become in subsequent years. I grabbed the Steam version (at full price, no less) to support ongoing development.

(I'll never understand Nethack love, though. Any game where the use of a walkthrough to beat the game is mandatory is too obtuse for my liking. Just because you can make it possible to do anything in a game doesn't mean you should...)
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Won with Archmage and Reaver, agonizingly close with a Paradox Mage. Good game.

The closest I got was with a two handed warrior, past Daikara. Still a lot to go. I need to check out the higher difficulties later.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
ToME is awesome, but I'll always have a fond spot for vanilla Angband (which I still play semi-regularly). I played ToME back in the day when it was still a direct Angband variant itself, and it's amazing how distinct (and different) of a game it's become in subsequent years. I grabbed the Steam version (at full price, no less) to support ongoing development.

(I'll never understand Nethack love, though. Any game where the use of a walkthrough to beat the game is mandatory is too obtuse for my liking. Just because you can make it possible to do anything in a game doesn't mean you should...)

I played a dozen of those Angband variants, but I think I never checked out ToME back then. Really weird I missed that.
 

birdchili

Member
I discovered/played a pile of ToME this year. Highly recommended as a first game in this genre since it has a relatively excellent ui and looks fairly decent too.

I might go back to it, but i'm kind-of burnt out on it now. The early game becomes extremely repetitive and rewards grinding in easy locations. There are also about a billion abilities that monstes can have which makes optimal play involve a lot of paging through lists of abilities, which isn't fun.

My go-to roguelike is still Crawl (aka: Dungeon Crawl: Stone Soup), which has a much more random-feeling and savage early-game where I feel you need to deal with the hand that's dealt to you rather than working toward a specific "build" for your class (which is where I felt Tome was going as I got better at it).

Still: play both. ToME has way more story and a more accessible ui and look to it, as well as more of a class/build focus. Crawl seems to put you in randomly horrible tactical situations more often, forcing you into epic escapes regularly as well as making you scrounge for gear and good options. Crawl feels more like a "survival" game than ToME, which feels more like a mighty heroic adventure.
 

Easy_D

never left the stone age
Things I learned in my first 30 minutes

  • Brutal difficulty (as it should be)
  • Finding loot feels awesome
  • I love the art and music
  • I love the character wobble as you move around
  • The Z key is your friend
 

yatesl

Member
I've had this since forever. I always thought it was a puzzle/pixel hunt game.

The wonder of a Steam backlog
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Things I learned in my first 30 minutes

  • Brutal difficulty (as it should be)
  • Finding loot feels awesome
  • I love the art and music
  • I love the character wobble as you move around
  • The Z key is your friend

Oh yea, right. Its the Z button for half of the world. Thats what I meant with "Press Y for awesome" in the OP =p

Very awesome function for exploring the dungeons.
 
And of course another great game recommended by Toma. Sometimes I wonder if Toma's recommendation makes these games great or he just finds the greatness?
Also, I'm already dead.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Does anyone of the more experienced players know how to get past that dream sequence in which you are being tasked with walking through rooms and finding your wife? There are these dolls you need to talk to to figure out whether one of them is your wife or an enemy and they always are enemies, even when I talked to ALL of them. Did I miss something here? I died in my last run, because I lost too much energy in that sequence and that was quite... stupid.
 
Did you play both? I'd love if someone could write up a post to compare these two games.

Unfortunately I did not play much of ToME, but this thread has inspired me to try it out. It's been a while since I've played a good roguelike. However, I highly recommend any fan or roguelikes try out DCSS. It's the one I always come back to when I crave a good dungeon crawl.
 

Faabulous

Member
Did you play both? I'd love if someone could write up a post to compare these two games.

Not him but, I've played hundred of hours of DCSS, and just spent about an hour playing TOME.

The main differences I could notice were that TOME is more fair and a easier experience overall. The chest thing that transforms everything into gold is kind of nice and the quest thingies are also a nice change of pace and have cool rewards.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Not him but, I've played hundred of hours of DCSS, and just spent about an hour playing TOME.

The main differences I could notice were that TOME is more fair and a easier experience overall. The chest thing that transforms everything into gold is kind of nice and the quest thingies are also a nice change of pace and have cool rewards.
Yea, ToME is very pleasant to play despite still being very true to the core formula.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
There are way too many rats on the second level of Ruins of Kor'Pul!

How can there be too many rats, there are not enough easy enemies in this game, give me more rats :p
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Has anyone played more of the other modes? Are there any big differences other than the standard? Will you see different enemies/are different skills more useful than in the main game?
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Quick note: the game and its newly released expansion Ashes of Urh'Rok are currently on sale (40% off) on Steam:

Main game for €3,59:
http://store.steampowered.com/app/259680/

Expansion for €2,39:
http://store.steampowered.com/app/316910/

Features of the expansion:

Features:

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.
Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.
Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!
Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!
Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!
Between the aforementioned classes and Doomelves, a whopping 75 new talents!
Unlock two new cosmetic options! You know you've always wanted demon-horns.
Two new events, appearing anywhere in Eyal!
20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!
7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!
 

Sciz

Member
Hah, how timely. After burning through most of Isaac Rebirth's achievements, I had an itch for a more traditional roguelike to scratch. A few days of getting increasingly frustrated with Stone Soup later saw me giving ToME a try earlier this week, and it's been rendering me completely unaware of the passage of time, Civ style, ever since.

It's such a different game from the rest of the genre, even if it still has the same feel in the end. Scrapping consumables, hunger, and identification streamlines the gameplay in some very pleasant ways and makes the overall experience about being able to handle individual combat situations than managing resources throughout the entire adventure. And the combat and character building itself seems heavily inspired by WoW and Diablo of all things, in a weird bout of recursive inspiration.

And it's just plain more accessible. You don't have to memorize an entire keyboard's worth of hotkeys and their capital variants to play the game fluidly, there's a delightful grace period for talent points that lets you experiment a bit and artfully dodges the extremes of rerolling or full respecs, there's tooltips for everything, and there's even a mode with a few extra lives so you can make the occasional fatal mistake and not completely lose the last several hours you put into the game.

Highly recommended for fans of the genre who want something different but still familiar, and those interested in roguelikes but put off by the genre's traditionally awful UI and complete refusal to tell you anything.
 
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