Posted November 17, 2019
Bought the game recently, during the "Made in Poland" sale.
(1) JH is fun. I keep dying stupidly due to my own impatience, but I expect that from bona fide roguelikes. Dying because I think I have a firefight under control, and suddenly get flanked? Even better.
(2) In DoomRL, players gained exp for when an enemy died irrespective if you actively killed it yourself. In JH, I recently had a fire fiend kill few grunts the the first few turns and had 0 exp. Bug or feature?
(3) Medical Stations option #3 to raise MaxHP initially adds 40% pain, but by the time the player navigates the menus to regain control, pain is reduced to 21%. Bug or feature?
(4) Keybinding 'C' for the 'character' screen is not listed in help screen->keybindings.
(5) it's hard to quickly differentiate between different types of humans. Stopping to see if anyone is wearing a sergeant's red hat slightly breaks the pace of combat. This didn't occur in DoomRL console since ASCII characters and colors are visually distinct. Based on your framework, would it be difficult to overlay distinct insignia on different enemies types whenever the player holds down the z button?
I am personally going to switch to JH console whenever it gets rolled out, so I expect that this eventually won't be an issue for me. But I hear that some people prefer graphics in their roguelikes, and overlaying enemies with insignia might help players to quickly distinguish between different humans without resorting to new assets.
(1) JH is fun. I keep dying stupidly due to my own impatience, but I expect that from bona fide roguelikes. Dying because I think I have a firefight under control, and suddenly get flanked? Even better.
(2) In DoomRL, players gained exp for when an enemy died irrespective if you actively killed it yourself. In JH, I recently had a fire fiend kill few grunts the the first few turns and had 0 exp. Bug or feature?
(3) Medical Stations option #3 to raise MaxHP initially adds 40% pain, but by the time the player navigates the menus to regain control, pain is reduced to 21%. Bug or feature?
(4) Keybinding 'C' for the 'character' screen is not listed in help screen->keybindings.
(5) it's hard to quickly differentiate between different types of humans. Stopping to see if anyone is wearing a sergeant's red hat slightly breaks the pace of combat. This didn't occur in DoomRL console since ASCII characters and colors are visually distinct. Based on your framework, would it be difficult to overlay distinct insignia on different enemies types whenever the player holds down the z button?
I am personally going to switch to JH console whenever it gets rolled out, so I expect that this eventually won't be an issue for me. But I hear that some people prefer graphics in their roguelikes, and overlaying enemies with insignia might help players to quickly distinguish between different humans without resorting to new assets.