2019-12-23 18:58:25 (edited by Dark 2019-12-23 18:59:36)

At the front of this site is the game's database, there are also options to display games by genre.
It's not quite uptodate, and needs some work, particularly from me which I've sort of not been able to do recently since my lady is extremely unwell, however you should be able to find entries for most of the games mentioned, also search by genre.

If your interested in how audiogames handle maps, there are several to check out. Sound Rts,
Castaways, tactical battle (which both also have a lot of user created maps), dragon village and the recently released expanding known space.

Some of these have placeholder graphics, but I'd suggest to get the full experience turning your monitor off and playing by spoken information, especially in castaways and tactical battle.

Another odd suggestion I have is BG Alchemy. The BG or blind gamers series are a set of games by an australian developer who creates very feature rich versions of traditional puzzle games with audio output.

Alchemy is a spacial puzzle game similar to four in a row, and the amount of customization used to examine the playing area (a 9 x 8 grid), is absolutely fantastic.

Alchemy is the sort of game that I'd have layed long odds on being nearly impossible without seeing the hole board visually, yet Ian Humphries managed it, he's also got audio mine sweeper.

Actually, one odd thing I find, is that some games are oddly more fun in audio format precisely because of  lack of a visual overview. Packman for example, although with my reduced visual field packman has never been easy to play despite simplistic graphics.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2019-12-23 23:39:06

@Malachi, Yeah, my save string ends in equal signs most of the time when I go to copy it into Notepad, but it has them in the save box. That must be the issue if they're not supposed to be equal signs.

2019-12-23 23:49:20

The Imaginatrix wrote:

@Malachi, Yeah, my save string ends in equal signs most of the time when I go to copy it into Notepad, but it has them in the save box. That must be the issue if they're not supposed to be equal signs.

They are supposed to have them on there a lot of the time. Depends on the exact string that gets encoded. Would you mind sharing your string?

2019-12-24 03:28:23

This is an old string, but it's one that has had issues keeping certain values and it's still on my clipboard.
aGVpcmxvb209SEgwLEhDMTEsSEExMSxITDExLEhXMTMsSE8xMCxIUjA7IGFjaGlldmVtZW50cz1BVjEwfDExNSxXVzF8MSxTTjJ8MTQ4LExWMnwxNCxFTjB8MjksR000fDEyNjEsRlM0fDIwNCxGRTJ8MjAsUFMxM3wzNDIsUEQ3fDczLEFNMXw0NixBVDN8NTk3LEJIMXwxNSxCVDV8MTEzOSxXSDl8MTExLFdUNnwxNjY1LERDMXwzMixEUzJ8MjQsQ0MyfDUwLENUM3wzMSxSTTJ8ODAsRUExfDE3LEVFMXwxMixFRjJ8MjYsRVcxfDE5LEVMNHw1MixQTjB8MixQRTB8OSxQUDN8MjEsSEExfDExLEhMMXwxMSxITzF8MTAsUUgxfDExLFFDMHw4LFFBMXwxMCxRTDF8MTEsUVcwfDgsUU8wfDgsUVIwfDksWEExfDExLFhGMXwxMCxYVzB8OSxYTDF8MTMsWEcxfDEzLFhJMHw0LFpDMTF8NzAsWk4xfDE4LFpQMXwyMCxDSzB8MyxDQjB8MixFVDB8MSxDRDB8MixDTjB8NCxDRTB8MzsgcHJlc3RpZ2U9TlAzLFBYMjMzMCxQTjksUFMyMTIsUFAxMyxQRjcsUEE5LFBFOSxQVzExLFBMNg==

2019-12-25 00:06:38 (edited by malachi1616 2019-12-25 04:09:19)

The Imaginatrix wrote:

This is an old string, but it's one that has had issues keeping certain values and it's still on my clipboard.
aGVpcmxvb209SEgwLEhDMTEsSEExMSxITDExLEhXMTMsSE8xMCxIUjA7IGFjaGlldmVtZW50cz1BVjEwfDExNSxXVzF8MSxTTjJ8MTQ4LExWMnwxNCxFTjB8MjksR000fDEyNjEsRlM0fDIwNCxGRTJ8MjAsUFMxM3wzNDIsUEQ3fDczLEFNMXw0NixBVDN8NTk3LEJIMXwxNSxCVDV8MTEzOSxXSDl8MTExLFdUNnwxNjY1LERDMXwzMixEUzJ8MjQsQ0MyfDUwLENUM3wzMSxSTTJ8ODAsRUExfDE3LEVFMXwxMixFRjJ8MjYsRVcxfDE5LEVMNHw1MixQTjB8MixQRTB8OSxQUDN8MjEsSEExfDExLEhMMXwxMSxITzF8MTAsUUgxfDExLFFDMHw4LFFBMXwxMCxRTDF8MTEsUVcwfDgsUU8wfDgsUVIwfDksWEExfDExLFhGMXwxMCxYVzB8OSxYTDF8MTMsWEcxfDEzLFhJMHw0LFpDMTF8NzAsWk4xfDE4LFpQMXwyMCxDSzB8MyxDQjB8MixFVDB8MSxDRDB8MixDTjB8NCxDRTB8MzsgcHJlc3RpZ2U9TlAzLFBYMjMzMCxQTjksUFMyMTIsUFAxMyxQRjcsUEE5LFBFOSxQVzExLFBMNg==


Ok. I believe that I've fixed this issue. Unfortunately, that save string had already saved the screwed up data into it. I rebuilt the string with some placeholder data, I put in 5 of each elemental prestige bonuses, +3 energy, +1 pack size, prestige scene 100 and 200 starting xp. I didn't know what you had before, but if you want to PM me some specifics I can get you a save string that was closer to what you had. But here is your fixed string:

aGVpcmxvb209SEgwLEhDMTEsSEExMSxITDExLEhXMTMsSE8xMCxIUjA7IHByZXN0aWdlPU5QMixQWDIwMCxQTjMsUFMxMDAsUFAxLFBGNSxQQTUsUEU1LFBXNSxQTDU7IGFjaGlldmVtZW50cz1hY2hpZXZlbWVudHM9QVYwfDYsU04yfDMzLExWMHwzLEVOMHwyMyxGUzB8MTAsUFMwfDIsQU0wfDEwLERDMHwxMSxDQzB8MTAsUk0wfDYxLEVBMHw1LEVFMHw1LEVGMHw1LEVXMHw1LEVMMHw1LFBOMHwyLFBFMHwzLFBQMHw4LFpQNHwzMw==

The save string issue should be fixed (fingers crossed). Thanks to @The Imaginatrix's string, I was finally able to figure out what was wrong and I believe that it should be resolved. If save strings have already screwed up data in them, those will have to be fixed as a one off, if you have that issue please PM me your string and I'll figure it out from there.

Also, since I was already working on it, I created an 'area' tab that lists items that are on the ground. So if you drop an item, you no longer are asked 'are you sure?', it instead goes to the ground and you can pick it back up (although, right now it seems like dropping gear from your equipment is broken, so don't do that yet, it'll delete it. I'll fix that in a bit, but I wanted to get this save string bug out). Leaving the scene will delete anything on the ground for good though.

Another weird sort of change is that the tabs will disappear if there is nothing in them. For instance, your 'pack' tab isnt there unless you have items in it. Likewise, you'll have no gear tab if you have nothing equipped. Same with area and achievement tabs. The tabs have been reordered also so you might be a little confused at first if you are used to the order.

2019-12-26 04:20:03

How do you take off curses? I know you have a chance of doing it with the magic berry, but is there another way? And can you ward against them? I kind of hate that status and don't wanna have to deal with it for long periods.

2019-12-26 06:21:41 (edited by malachi1616 2019-12-26 08:07:07)

The Imaginatrix wrote:

How do you take off curses? I know you have a chance of doing it with the magic berry, but is there another way? And can you ward against them? I kind of hate that status and don't wanna have to deal with it for long periods.

Curses affect a specific number of attacks. Magic berry will reduce the curse by 1 attack per level of the berry. The curse will also expire on its own after that number of attacks. If you get cursed while you are already cursed, it increases the duration.

Zones with cursed enemies (currently only pyramids) have a varying chance to inflict curses with each enemy attack, this goes up from 1% to 25% based on scene number.

The lowest level curses only last for 1 attack, and that duration goes up by 1 attack every 50 scenes, and an additional attack on medium and another on hard. So on hard at scene 200, a curse will last for 7 attacks.

Curses give you a 50% chance to miss, but this is offset by your luck bonus. So the best way to handle curses is to stack luck bonus. Being cursed also stops your healing enchantments from working and halves your luck bonus (except when luck is applied to your miss chance from being cursed)

2019-12-26 08:26:07

Oh, okay. It just feels like I'm cursed for the entire time I'm in a pyramid probably because it keeps being reapplied, so I miss about three quarters of my attacks and I kinda hate it. I'll have to prepare the lucky pennies and luck equipment I guess, though currently I mostly just wear the highest level eq I have/the best eq that's on the same level if I have multiple choices.

2019-12-26 09:01:44

The Imaginatrix wrote:

Oh, okay. It just feels like I'm cursed for the entire time I'm in a pyramid probably because it keeps being reapplied, so I miss about three quarters of my attacks and I kinda hate it. I'll have to prepare the lucky pennies and luck equipment I guess, though currently I mostly just wear the highest level eq I have/the best eq that's on the same level if I have multiple choices.

It might be a little more brutal than intended at higher scene numbers. It might need a cap. Or alternatively, instead of adding the same amount of duration each time, it adds less if you are already cursed.

2019-12-26 09:33:56

Personally I'd like to see some decursing items, I've sometimes seen curses run to two hundred or so attacks. They're livable with if you have enough potions, but it'd be nice if there was a way to remove them, magic berries sometimes work but not all the time it seems, particularly since if you fight a hard boss whilst cursed you can end up waisting ubatranks.

On the other hand, sicne I've become a monster lately, curses are often the only thing that can actually make life difficult before enemy damage increases enough to prove a challenge.

so, how about including an item which gives people a trade off, say a voodoo needle which could be kept and used if the player became cursed.

If players use the voodoo needle, the curse is removed, however, for every round of attack the curse was supposed to last, the spirits require a toll in blood, say 10 hp per round. This would also make a nice combination with those smashable clay earns, since the player could wait until they have a vodoo needle or two spare before smashing the earns.

There could also be other methods of reducing the curse timer EG maybe splashing with holy walter or finding an alter knocks a bit off the time.
More methods of curse removal would also be a nice way to play with things like cursed weapons as well.

In the same way, some items to deal with poison might be nice as well, and it makes sense that if curative potions are so common, not to mention random mushrooms, there should be antidotes kicking around, indeed I am loving some of the items like the deck of fate with random consequences and would definitely be interested in more.

Btw, hope you had a nice christmas. Since

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2019-12-26 09:51:21

Something else I noticed. Some achievements don't save across prestiges, and some of those that do don't seem to like you switching difficulties. I switched back to Easy from Medium for a run and lost my Potion Hoarder/Prepper achievement levels among others. It'd be nice to know which achievements do this and which don't so we could avoid losing points/be ready to not have certain achievement levels when we restarted.
Also, a tab to tell us if we're cursed/poisoned/frozen/whatever and possibly how long it will last would be nice.

2019-12-26 10:03:51

@The Imaginatrix, I'm afraid I'm not sure I agree that we need a hole new tab for events, since that would be one other thing on the headings list to go through , and it's easy enough to go up to the Hp heading and hit enter. besides, Malachi has already mentioned a settings tab, and depending upon what other mechanics get added to the game in the future we might need several more tabs anyway for new information, EG a pets and followers tab, a character classes Tab, a separate category for showing your characters skills or weapon specialisations etc.

Of course, depending upon how complex effects get, we might
need this sort of information, perhaps if various effects start with different actions required to deal with them, EG hunger and thirst or fatigue rather than the basic energy system we have now, but for the time being i'm happy with the interface as is on this one.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2019-12-26 10:23:15

Okay, that's fair. smile I forgot you could do that with HP, to be honest. I usually only scroll up to check my health and don't hit enter on it.

2019-12-26 11:05:40

Actually there are several important things you can check by hitting enter on the headings in the various  stat displays.

In particular, I find it useful to check the scene number tab often, since hitting enter on that tells you current area effects.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2019-12-26 18:44:17

I wish i knew more about what the items did. I don't know how that inspect thing works. Also i would like to see a few shortcuts for fighting and potions etc, so i don't have to keep tabbing around all the time.
Keep up the good work and happy holidays

Who am I? Simply me!

2019-12-26 20:24:07 (edited by malachi1616 2019-12-26 21:07:43)

jescat277 wrote:

I wish i knew more about what the items did. I don't know how that inspect thing works. Also i would like to see a few shortcuts for fighting and potions etc, so i don't have to keep tabbing around all the time.
Keep up the good work and happy holidays

Hitting the inspect icon, then clicking on a button, stat heading or item will give you information about it. If you are using NVDA you can find the inspect button using G to cycle through graphics (there are only a couple). Using the number 2 key you can cycle through the top tabs (stats, traits, prestige and heirloom), using number 3 you can cycle through the bottom tabs (Event, gear, pack etc). There are access keys set up for almost everything you can do also. Using firefox holding alt+shift you can using the access key shortcuts (other browsers have different key combinations to get to them). Access keys are:

] - explore
[ - fight
" - search
p - potion
; - food
o - run
? - inspect
z - dismiss merchant
< - reload event log

Once the settings tab is finished, you'll be able to view these keys and customize them. The layout is based on the keys that are all grouped together and easily reached and what worked best for me. I actually use the access keys when I play as its way quicker than clicking buttons. On mobile I use the buttons.

The Imaginatrix wrote:

Also, a tab to tell us if we're cursed/poisoned/frozen/whatever and possibly how long it will last would be nice.

As dark mentioned, you can inspect the different stat headings to get this information. Health tells you things that are affecting you negatively, the damage heading tells you about any effects your attacks have, scene tells you environmental effects (though, admittedly, the scene tab could be more helpful with quantities and exact effect amounts).

The Imaginatrix wrote:

Something else I noticed. Some achievements don't save across prestiges, and some of those that do don't seem to like you switching difficulties. I switched back to Easy from Medium for a run and lost my Potion Hoarder/Prepper achievement levels among others. It'd be nice to know which achievements do this and which don't so we could avoid losing points/be ready to not have certain achievement levels when we restarted.

Hmm this is strange, I'll have to test this. That is not the intended behavior, once you have an achievement it should be there for good.

As for decursing. I like the idea of the voodoo needle, but I would probably call it something culturally/religiously neutral. I hesitate to add non-zone-specific items, as it makes each item inherently more rare. I had considered just having the magic berry remove the curse altogether instead of just reducing the duration. The idea was to just make magic berry better so you didnt just want to eat it to save room or wait to sell it. The problem is that as you progress through a cursed zone, the curses keep getting reapplied, so it's going to feel like its wasted anyway. Maybe I can just dial back the effect of curses to more like 40% chance to miss? Or make luck bonus more effective against curses? Or something I just thought of, making magic berry remove the curse and make you immune to curses for its duration. I might as well make poison work the same way, since berries also cure you of poison.

EDIT: ok quick little hot fix. I made curses and poison become totally cured when you eat a magic berry. Additionally, while the well-fed buff is active, you will be immune to curses and poison similar to the way that invincibility works. Whenever one of those things would happen to you, it'll reduce the duration of well fed by 1 instead of cursing or poisoning you. Also, while I was at it I let some of the winter enemies spill out into the normal zones.

2019-12-26 22:40:25

I am using google chrome. what combination would i use.

Who am I? Simply me!

2019-12-26 22:55:44

jescat277 wrote:

I am using google chrome. what combination would i use.

Looks like chrome is just ALT+accesskey, so ALT+] to explore, ALT+[ to fight etc.

2019-12-27 00:41:02

A bit of a silly question so sorry in advance.
What's the access key for food and search? I've been trying to figure them out, but have not succeeded, and am not sure how to find out.

Prier practice and preparation prevents piss poor performance!

2019-12-27 02:10:37

matt1211 wrote:

A bit of a silly question so sorry in advance.
What's the access key for food and search? I've been trying to figure them out, but have not succeeded, and am not sure how to find out.

The accesskeys are:

] - explore
[ - fight
" - search
p - potion
; - food
o - run
? - inspect
z - dismiss merchant
< - reload event log

Food would be semi colon. Search is quote. So on firefox you would do ALT+SHIFT+; to eat food, ALT+SHIFT+' to search. On chrome it would be ALT+; and ALT+' respectively.

2019-12-27 02:14:18

Hi, thanks very much!

Prier practice and preparation prevents piss poor performance!

2019-12-27 03:39:15 (edited by malachi1616 2019-12-27 03:40:09)

Ok, I think I've fixed the achievements. You may have to get some of them again, but they should stick around this time. I built a cleaner program for the save strings to fix them when they are broken, but then I realized that I could just build that cleaning logic into the main game itself. So if you run into it again, let me know and I'll point you to the cleaner and figure out why its not working in game. This issue was pretty embarrassing, i had been storing the achievement cookie as achievements=achievements=(achievement data here). By some weird quirk of logic, that duplication was causing the achievements to work when testing, but they would get wiped out, however, if your prestige data would earn you those achievements back, they would look like they were already there. So I never noticed that they were being removed, then reinstated automatically. Anyway, that should do it. Let me know if something else pops up.

2019-12-27 17:12:03

@malachi, thanks for the curse fixes, I'll try them out once I get back to my desktop with my save state file on it.

I actually like the idea of reducing curses via hp cost, how about the name "fate  needle? instead? (I once played a character in a tabeltop game who was a fate which who propiciated her own luck  wounding herself with a long knitting needle).

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2019-12-29 21:50:38

Okay just finished another run.
I was going to say the game felt easy, then suddenly around scene 220 or so things got hard, especially with area effects reducing my total hp, so I baled out at 251 before I got killed, at the stage standard enemies were doing about 200 hp a pop.

One odd thing I did notice, is that despite going from scene 46 to 251, I only encounterd poison once, and curses not at all. I'm not sure if this was me being unlucky/lucky, or if the frequency of those as area effects have been reduced.

Now there is a way to deal with them, it'd be good to see them, indeed I wondered if you considered giving poisoned/cursed enemies titles to distinguish them,  EG A poisoned evil wizard, or a cursed gorgon, that would also give the player a heads up as to when to use items like incense to stop being hit, or hot tamale to do more damage and KO the enemies quicker, perhaps even suggest to players that running rather than fighting might be advisable (I don't think I've ever used the run button myself) big_smile.

This could also be used when even nastier area effects get added to the game, EG vampiric hp leaching, bleeding or scorching for continuous damage.

I also wonder if retribution damage could be increased a bit, or at least based on the enemy's total hp rather than the damage it does, since when I'm doing 100 or so damage a hit, the enemy hits me, does 17 damage and takes 9, it makes the armour a bit useless. Obviously this changes when the enemy is doing more damage, but by that stage it's probably better to go for fire or wind increases anyway.

I also wonder if the ratio of farthest scene reached vs total starting scene should be changed given the availability of prestige bonuses, since at the moment I'm level 17 and starting on scene 50, which means a lot of mooks to slay before things get tough, and quite a long game all told.

Perhaps 5-1 of total starting scenes plus player's starting level? That would also prevent people from doing too many short runs to farm gems endlessly.

I also love the new area tab, indeed now that that is in the game, you might consider adding a few miner crafting elements into the mix, eG have the player collect metal scraps or stone and use it to create or augment weapons, or how about having herbs or fungus in the area tab with which the player could create potions or poisons?

Lastly, as a miner request, once the settings tab is done, any chance of please having the option to change the order of pack items to most recent at the top as it was previously?
It's easy enough to hit ctrl end and then go back through the buttons, but it saved a few extra presses of the b key when the first item in the pack was the one I'd just picked up and wanted to equip.

obviously though since this is something people's preferences vary on, it might be handy to have it customisable.

thanks again for the work you put in on the game, it always makes for a fun hour or so of monster slaying! big_smile.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2019-12-30 00:56:20 (edited by malachi1616 2019-12-30 00:57:37)

dark wrote:

I wondered if you considered giving poisoned/cursed enemies titles to distinguish them,

The toxic and cursed enemies are a zone effect. Every creature in that zone has it. So if you are in a pyramid, every enemy is cursed. Likewise for a crypt, all enemies are toxic. Poison is not terribly common though, its a minor effect in crypts only and will really only be an issue at high scene numbers (300+). Cursed enemies only inflict a curse 25% of the time and they only appear in pyramids at the moment. As new zones get added, more zones will have curses and poison I'm sure. In the enemy rework there will be specific enemies that deal poison like snakes and wyverns etc.

dark wrote:

I also wonder if retribution damage could be increased a bit, or at least based on the enemy's total hp rather than the damage it does, since when I'm doing 100 or so damage a hit, the enemy hits me, does 17 damage and takes 9, it makes the armour a bit useless.

Retro damage is based on your block value. The higher block you have, the more damage you'll do, but it maxes out at half the enemy's damage. However, this is calculated on the damage they deal after your armor and block are taken into account. It would make it better if retro damage was calculated before armor and block reduced the enemy damage. I could do that easily.

dark wrote:

I also wonder if the ratio of farthest scene reached vs total starting scene should be changed given the availability of prestige bonuses, since at the moment I'm level 17 and starting on scene 50, which means a lot of mooks to slay before things get tough, and quite a long game all told.

The ratio changes based on difficulty, the harder difficulty starts you further back. The was done originally to ensure that you had a chance to build up. But it didn't take into account power creep from newer items, heirlooms etc. Currently its 5:1 for hard, 4:1 for medium and 3:1 for easy. I could easily add character level to that for a small bump and maybe just do a straight 3:1 for all difficulties or meet in the middle for 4:1?

dark wrote:

you might consider adding a few miner crafting elements into the mix, eG have the player collect metal scraps or stone and use it to create or augment weapons, or how about having herbs or fungus in the area tab with which the player could create potions or poisons?

wink I've got lots of things planned for the area tab, environmental items to interact with, possibly some puzzle elements, depending on if I can come up with a clean way to do without rewriting much of the game code. The area tab will eventually also show info about the enemy as well, so you can inspect them for some extra info (poison, special attacks etc). Crafting is on the list, also weapon upgrades, replacing enchantments, etc. Also environmental amenities like fishing holes and things. The area tab opens up a lot of possibilities and i'm going to explore a lot of them smile Oh, also, you should be aware, there is a minor bug that someone on itch.io reported with the tab, apparently chest items are not going into the area tab when your inventory is full, working on fixing that right now. So make sure you have open inventory when you open a chest for the moment.

dark wrote:

Lastly, as a miner request, once the settings tab is done, any chance of please having the option to change the order of pack items to most recent at the top as it was previously?

Ahh, I was wondering if anyone would notice. That was changed for browser compatibility. I can code around it though, I was relying on newer browsers' default behavior to sort it the other way, when I realized that I had previously done that I changed it during the last update, to be more compatible. I can change it back, and/or add it to the list of setting options. Or would it be better if I can figure out a sorting function to sort by name/level/whatever?