As of January 6, 2007. It also costs another 10$ now.
News post: http://www.ausgamedev.com/news.html
News post: http://www.ausgamedev.com/news.html
Unless the entire game is more non-combat friendly, it seems that you will end up power gaming just to survive combat.The Hard RPG is intended for RPG gamers who are more interested in role playing, rather than dungeon crawling and power gaming. It is hoped these players will enjoy playing The Omega Syndrome multiple times, as they experiment with different player character types.
You'll be asking yourself, "Will I really have to start this freaking game over *AGAIN*??"In the Hard RPG you'll feel genuine tension each time you go into battle, search for traps, conduct a conversation, or attempt to disarm a trap. You'll be asking yourself, "Will this be my last move?"
obediah said:I played the demo a while back. $50 seems downright obscene.
i tried it to , looks decent but the combat is a bit wierd for me , restarted it over 10 times because diplomatic path didn't work on the guard at the door , and in combat he 2 hitted me a couple of times , btw i also can't get save/load to work in the demo .
Tried it and pretty quickly discarded it. Since the subject of death in CRPGs are on, I'll give my take. Permadeath is no fun if it means that you have to do the same fucking thing over and over again. Or if you're unable to avoid combat. Seems like suicide to create a character that's focused on anything else than combat and healing, at least for the "dungeon" in the demo. Better make him tough as well, since the worms pop up without warning right next to you and a get a freebie go at you. Forget about being able to rest in a level, even if you've cleared it, which forces you to go up the elevator and watch the same slides again and waste time since you can only use First Aid three times before you have to rest.
As much as I like some turnbased goodness, this game isn't my cuppa.
I played the demo a while back. $50 seems downright obscene.
Correct! I'd rather spend my 50 bucks on a couple of shareware games. I think shareware games which costs more than 25 bucks are a rip-off!
Davaris, just out of curiosity, how many copies have you sold so far? If you want to keep the numbers a secret - have the sales exceeded your expectations or did you expect more?
I like the overall idea - adding tension and all that. But there are situations in your game where luck or coincidence are what determines an outcome. And I got killed because of that twice when playing the demo. I like the setting. I like the skillsystem. Story is decent enough (I don't know much about it). But it's frustrating as fuck, especially if it wasn't your fault - to a certain degree. I haven't tried the latest version though so I'll give it a shot just to look what has changed and if that guard is really as helpful as I hope he is .
Davaris said:>BTW, why isn't the RPG Codex staff posting news about the game anymore?
Davaris said:I won't say how many, but it has always been a poor seller, even when it was as cheap as chips and before it became a Hard RPG. The big difference with the addition of the Hard RPG rule, is the game is generating a lot more interest and discussion than it used to.
As an aside I've been told by rich devs (and read interviews of Spiderweb's) that you can only get reasonable sales if you make run of the mill fantasy RPGs. Because while players will always complain about wanting something different, they'll always spend their dollars on the same tired old retreads.
In the case of RPGs, if you make anything that isn't a stock standard sword and sorcery dungeon crawler, you'll get very poor sales. This makes sense when you look at the most successful companies of this type in the world, Blizzard, Bioware, Bethesda and the link to the massively multiplayer user charts I posted in another thread.
Unfortunately for my hip pocket, I have no patience for convention.
Will the few tweaks be implemented in the next big update? And about the non-leathal combat idea, was it perhaps in my Death in RPGs thread? I wanted to answer your post but somehow I forgot about it. I'm going to do that soon...Yes I think it still needs a few tweaks to get it right. I saw a great non-leathal combat idea here and am thinking of how I can add it to OS's Hard RPG rules, without overly complicating them.
Lazy bastards.I think they got sick of it as I've been updating it for years.
Next game? What will it be like? A stock standard sword and sorcery dungeon crawler?P.S.
You may be interested in learning that the last big update is coming in a month (new maps and a new type of monster) and then I'll be moving onto the next game.
I think he already has, at least from a lot of people's point of view. I guess it amounts to a gamble on the increased attention permadeath has generated resulting in a corresponding sales boost to the people who like the idea, or at least object little enough that they'll put up with it.mirrorshades said:they should design it so that when your player dies, the game gets deleted from your computer
Probably because posting about small incremental updates gets old and once you stop doing that it's easy to let the project slip beneath your radar. Besides, that sort of thing was always Saint's bag (like roguelike update newsposts).BTW, why isn't the RPG Codex staff posting news about the game anymore?
Will the few tweaks be implemented in the next big update? And about the non-leathal combat idea, was it perhaps in my Death in RPGs thread? I wanted to answer your post but somehow I forgot about it. I'm going to do that soon...
Next game? What will it be like? A stock standard sword and sorcery dungeon crawler?
Anyway, I am an impulsive shareware buyer. I've bought a lot of games based on impulse but to plop down 50 bucks for a shareware game seems very expensive.
Davaris said:Sorry I didn't reply sooner. I went down to the coast for a week and there was no phone down there.
Will the few tweaks be implemented in the next big update? And about the non-leathal combat idea, was it perhaps in my Death in RPGs thread? I wanted to answer your post but somehow I forgot about it. I'm going to do that soon...
Yes that was the thread. I will be looking at including the rule in the next update, but I can't make any promises (as I'm not sure how I'm going to implement it yet). If it does not make that update, it will be included in a later engine update, because I will be using those rules in my next game. I'll make a special announcement when it goes in and ask for feedback.
Next game? What will it be like? A stock standard sword and sorcery dungeon crawler?
I've teamed up with an author named Stephen North and we're still in the early design phase. So all I can really say is the idea was inspired by Flash Gordon and EC Comics' Weird Science. So expect retro style sci-fi; ray guns, swords, space ships and several different races including humans. It will use the same engine and rules as The Omega Syndrome, because those rules can be used in any setting and the working title for the game is Devil's Gate.
Anyway, I am an impulsive shareware buyer. I've bought a lot of games based on impulse but to plop down 50 bucks for a shareware game seems very expensive.
All I can say is The Omega Syndrome (and my next game) was made for players from a particular age group, who like a particualr type of RPG and they will know it when they see it. If price is a major factor, then you should buy the cheaper games.