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  1. #81
    CustomTitle
    Banned for Duping
    HOT LITTLE SNATCH

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    Well we hit the 4.25m goal (3rd playable character) which is the most I was hoping for. 5m goal was revealed to be a roguelike dungeon mode:
    That’s right: Procedurally generated dungeons. In this mode you’ll face a new castle every time, braving its treacherous (and massive) halls for loot, glory, and the simple, satisfying feeling of going where no Miriam has gone before.

    Once you’ve explored its passages and defeated its boss, you’ll get a code that will enable you to share your randomly generated dungeon with a friend. (If you find a particularly hard one, you can even share it with an enemy! IGA isn’t picky.)
    It's currently sitting at just over 4.2m on the kickstarter page with 38 hours left, but apparently they have a good 150k or so from paypal backings too. 5m is still a ways off but successful kickstarters like this do tend to see a pretty big surge in the last couple days, so hopefully it's attainable because a procedurally generated mode could be real fuckin' cool.

  2. #82
    Champion of the House of Weave
    Sweaty Dick Punching Enthusiast

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    Up to 4.9m+ with the PayPal total and 12 hours to go. That 5m goal is looking likely!

  3. #83
    Nidhogg
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    Really tempted to bump up to $250+ for the Amano poster...

  4. #84
    Chram
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    Bought into this today. Hoping for that $5m goal also, that sounds neat!

  5. #85
    Absolute Messenger of Promathia
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    A rogue-like Dungeon mode would be really cool... I got real into Rogue Legacy on Steam and loved the idea of it. Having a mode for that in a Igavania game would add a good bit of replay value I think.

  6. #86
    Nidhogg
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    Can someone explain what that'd be like? I've no knowledge of Rogue Legacy or similar dungeons.

  7. #87
    Absolute Messenger of Promathia
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    Quote Originally Posted by -Zer0- View Post
    Can someone explain what that'd be like? I've no knowledge of Rogue Legacy or similar dungeons.
    Basically the entire dungeon is randomized with set room "Pallets" that connect to eachother. In Rogue Legacy theres a 4 or 5 "Areas" (A Forest, a BAsement, etc), but within those areas each room and enemy is randomized, as well as the obstacles you could come across (a locked chest, a room requiring a certain skill, etc).

    But i think the basic term for Rogue-like is essentially the Randomized dungeon layout, where the area you explore is different each time.

  8. #88
    I like to eat food
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    Rogue-likes are very "hardcore." My guess is, in the Igavania case, you would run through the dungeon as you would in a normal mode and collect weapons /armor. You're generally limited in your items and abilities. If you die, you lose everything and start again from the beginning.

    The goal would be to make it through all the levels to beat the bosses. Each level would be randomly generated so that room placement would be different for each playthrough. Depending on how they do it, monster types may vary slightly as well, but the harder enemies are generally saved for the later levels in the dungeon.

    Honestly, depending on the genre it can change a bit. Collecting Armor/Weapons will be key to surviving, but they could limit them to drops only rather than found items. I'd guess that a merchant (such as Hammer from AoS) would only present every x amount of levels you complete in order to buy potions. Money would also be sparse and I'd doubt you could continuously destroy lanterns and other destructibles for money.

  9. #89
    Absolute Messenger of Promathia
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    Quote Originally Posted by Tokitoki View Post
    Rogue-likes are very "hardcore." My guess is, in the Igavania case, you would run through the dungeon as you would in a normal mode and collect weapons /armor. You're generally limited in your items and abilities. If you die, you lose everything and start again from the beginning.

    The goal would be to make it through all the levels to beat the bosses. Each level would be randomly generated so that room placement would be different for each playthrough. Depending on how they do it, monster types may vary slightly as well, but the harder enemies are generally saved for the later levels in the dungeon.

    Honestly, depending on the genre it can change a bit. Collecting Armor/Weapons will be key to surviving, but they could limit them to drops only rather than found items. I'd guess that a merchant (such as Hammer from AoS) would only present every x amount of levels you complete in order to buy potions. Money would also be sparse and I'd doubt you could continuously destroy lanterns and other destructibles for money.
    I think that'd be pretty interesting.

    Also, https://en.wikipedia.org/wiki/Roguelike Under "Key Features" page. Though some "Rogue-like" or "Rogue-lite" games don't follow this to the letter, as some don't include turn-based combat... but that'll give you an idea of where it came from.

  10. #90
    I like to eat food
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    I think it'd be a lot of fun too. People that don't understand Rogue-likes will probably hate it at first. For example, Pixel Dungeon is a decent mobile Rogue-like I've played quite a bit. Most of the time you won't make it passed (past? I always get these two wrong) the 3rd or 4th level before having to restart. When you get the right mix of RNGesus and understanding of the mechanics/your enemies you start to slowly be able to progress further each time.

    Of course, there is also usually something that will just kill you outright either by swarming you or severely out-leveling you.

  11. #91
    Mr. Bananagrabber
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    Hit 5 mil, adding a final stretch goal of 5.5 mil for a mode to let you play as boss characters.

  12. #92
    Nidhogg
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    Hot damn, rogue dungeons would be badass for numerous plays. Make it happen, people!

  13. #93
    The Defense is ready, Your Honor
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    Now all the goals are usable/playable regardless of whether or not you donated, and how much, right?

  14. #94
    Mr. Bananagrabber
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    There's some specific in game content for the 60 plus tiers (weapon, extra boss) , but everything else should all be in the base game.

  15. #95
    Mr. Bananagrabber
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    And 5.5 million has been hit.

  16. #96
    Queen of the Pity Party
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    am I the only one who has gotten a little emotional over this? it's been amazing to see how much support Iga had, and his responses to that support have been strongly heartfelt and moving in my opinion. it's kinda touching

    or maybe I'm just ridiculously excited about what might be the best Igavania game ever idk

  17. #97
    BG Staff
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    Eat shit Konami

  18. #98
    A. Body
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    Gilgamesh

    i jumped in at the last minute for the digital version. really wanted to go physical but between all the money i've dumped into MTG and now a new PC over the last few weeks, i had to pretend to be marginally responsible for once.

  19. #99
    D. Ring
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    I feel like I need to back this kickstarter. I've never done it before, so what better place to start.

  20. #100
    Piece of shit Bruins fan

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    Quote Originally Posted by Insanecyclone View Post
    Eat shit Konami
    Why do you need Konami original games

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