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In Progress Let's all get horribly raped in Grimrock

Self-Ejected

Ulminati

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What's this then? Another thread I'll likely abandon just as things start getting good? Most likely! :troll:

Legend of Grimrock is a very recently released "blobber" in which you control a party of heroes as they explore monotonous dungeons, solve puzzles, kill stuff and the their things. As such, this will be a blind LP. It's real time(ish) with enemies attacking but you can dodge them to evade damage. As such, since everythign moves in square sof roughtl10ft, most fights are sort of like waltzes, with you doing damage, then quickly stepping out of the way before receiving any yourself.
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Since we are badasses, we will be playing on hard. I opt to make my own party of Codexians, thus ensuring this LP will have 4 teaders besides myself.
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Thecreate new character screen. You have a race, a class, 4 attributes, 1-4 skill points (depending on race) to spend on skills (different for each class) and 2 traits. Fairly barebones. As you level up, you get more skill points. At specific ranks you gain extra abilities. Sadly, you can only see the first 2-3 on character generation. :decline:
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Noparty is complete without a giant manly BROBERT to Regen health and Pop moles.
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Magic will be left in the capable hands of the Codexes resident dungeon mistress. Hopefully her vast experience with this style of game will rub off on the rest of the party and see them make it past level 1 alive.
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While there aren't any locks to pick per se, rogues get access to ranged weapons eventyally. Since your party moves in a 2x2 blob, only ranged weapons, magic or spears will be able to hit enemies from the back row.
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And finally, Roxorowskij will double as a second meat shield in the front row. Slightly less attack damage than BROBERT, but higher evasion.
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And so majestic raep begins. Stay tuned for actual gameplay and possibly larger screenshots.
 

SerratedBiz

Arcane
Joined
Mar 4, 2009
Messages
4,143
The screenshots could be a little bigger. As it is, I'm having trouble reading the text.

Also, what is Old School Mode and why didn't you select it? :obviously:
 
Self-Ejected

Ulminati

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Old school mode disables the map. Since we'll be wanting those to make sense of where the group has been for the LP (as I'm not screenshotting every cell) we're leaving this on. My preorder package came with stylish graph paper to draw your own maps on.
Screenshots will be bigger going forward.
 
Self-Ejected

Ulminati

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Upate #1: In which the first level is cleared.

Movement is fairly straightforward. WASD moves your party one cell, Q/E rotates you 90 degrees. Clicking stuff in the invironment manipulates it. 1-4 opens inventory/stat screens for your party members. The cell is fairly dark and seems to have only one exit, so let's head there.
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Someone apparently scribbled on the wall. clicking scribbles reads them. It's our first riddle! :roll:
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Yep. Picking up the torch opens the cell door. Also makes thigns rather dark. We move the fighters to the front and give Bee the torch since she only needs one hand free to cast Majicks
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This is very much a tutorial corridor. Next up is a gate with a pullchain. pulling the chain opens the gate.
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Loot abounds. We find some clothing for protection (apparently up until this point everyone were naked. Now BROBERT isn't), as well as a cudgel for BROBERT. Turns out torchs can be used as weapons as well.
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Our exploration so far.
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Next up we find a pressure plate and another closed door.
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Stepping on it opens the door for us :)
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But as soon as we leave it, the door slams shut :(
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Fortunately, dropping something from your inventory on the pressur eplate will substitute for standign on it. For this reason I try to keep a few rocks in my inventory.
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We find a key and a corresponding door to use it on
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And another door. Sadly, our key is consumed once used. We'll have to find another somewhere.
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A bit of exploration yields another scribble. Loose rock, huh?
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Looking at the walls we notice one looks slightly different. Clicking the broken part of the brick makes a wall slide open. :smug:
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We find anothe rkey that matches the door we found earlier.
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And our first enemy! A dread snail! Attackign works by right-clicking. In the case of Crooked Be, right-clicking her spellcasting hand opens a page of 9 runes. Activating some of these will allow her to cast several spells, depending on her skill in the corresponding categories. I messed about with this blindly in an earlier test so I know this one is the first ice mage spell.
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:incline:
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Our first enemy defeated. BROBERT took a small scratch as I was too slow to dodge one of the attacks.
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More loot is acquired.
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As well as a throwing knife for spekkio so he can start being useful from the back row.
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More snails up ahead. Fortunately, the long corridor is a perfect fit for Bees Ice Shards, as the spell hits all cells in a line until it reaches a wall.

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:yeah:
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Progress report.
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More loot is acquired
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Including something only someone secure in his masculinity like BROBERT would ever consider wearing.
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Progress is impeded by a trapdoor.

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However, taking a rock and placing it in the upper half of the screen tosses it, which in turn triggers the touchplate and closes the trapdoor.
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Which lets us grab the key for this door.
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I sense a puzzle may be incoming
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Progress so far.
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Ignoreing the face for now, we explore the side corridors. There's a lever here, but sounds around the corner means we probably shouldn't pull it yet.
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Trapdoor and many, many snails.
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Pulling the lever closes the trapdoor. I have a cunning plan...
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Er aggro one of the snails to make it chase us
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Run back across the trapdoor until it walks unto it
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And...
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:smug:
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Process repeated a bunch of times.
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Loot time. We find our first magic scroll. You can cast spells without knowing them by mucking about with the runes. But in case you got this far without figuring the spell out, it tells you what skill rank(s) you need and what runes to activate.
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BROBERT is priority #1 for extra protection, since Roxorowskij has higher evasion.
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In the cell with the snails we discover a blue gem.
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There is also a switch here which opens the cell door
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And a touchplate immediately before it that closes it again. The touchplate on the other side opens the door however, and placing anything from your inventory on it through the bars works. If you had weighed it down before entering the cell, you'd have to use the secret switch to get out.
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Hrm. Blue gem. Statue head. This is fairly obvious.
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Nothing happens. We'll explore the other side passage and see if we can find another.
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Mushroom thingies. Lots of them.
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Lots of waltz-time fightign ensues. The corridor has too many corners for bees spell to effectively hit more than one at a time.
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Second gem is located. It's at the back of the cell however, so we can't reach it through the bars. Also, note the weaird brick ont he right wall inside the cell.
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Further exploration finds us a lever and a plant. Lever (predictably) opens the cell with the gem.
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The plant is our first alchemy ingredient. We can't use it yet however.
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Hello mister switch. Wonder what you do.
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AHA!
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Secret get! Knife and some more alchemy ingredients.
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Our torch has also just about burnt out. Oops.
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fortunately I liberated a bunch of them from sconces earlier. Torches and food are two things you can never have enough of.
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Returning the secondd gem to the face makes the door slide open
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:what:
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the skeleton is quite tough and attacks very quickly with his spear. Lots of waltzing ensues
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:yeah:
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BROBERT upgrades his evasion. The spear is a reach weapon, meaning Spekkmeister can attack with it from the back row.
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Past the skeleton is a metal door.
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And a scroll with a PROTIP that we should totally open it.
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A switch is found on one of the nearby walls but doesn't seem to do anything.
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The second switch does the trick however.
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Magic wang for Bee!
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We encounter a giant blue glowign rock, which heals us and saves the game. If anyone had died so far, it would also ressurect dead party members. Once used, it fades and becomes inert.
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We find another magic scroll. Since bee has no ranks in earth magic, she can't cast this.
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And the stairs down to second level.
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A quick review of the first level again before we wrap up this update.
LO0ap.jpg
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
Nice LP, I missed this game for some reason. I thought it was one of those cartoony types, but it looks sexy as hell!
 

RK47

collides like two planets pulled by gravity
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Not Here
Dead State Divinity: Original Sin
I like the graphics and gameplay so far. But my hands are full. :salute:
Also, I dislike the anti-social aspect of dungeon crawler. ;)
 
Self-Ejected

Ulminati

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Originally I thought the very samey dungeon graphics would be a turn-off for me. But so far I'm really immersed in this. The sound is quite good and the very, very deadly enemies means that there's a genuine sense of dread when you hear shuffling footsteps down the corridor. the puzzles so far have all been very simple but I still felt very smug about the snails and trapdoor one in last update, as well as one that'll be in the next one. I have been DISCUSSing this with a friend I talked into getting the game over skype. He's a bit furthe ron than I am and it sounds like the puzzle difficulty ramps up considerably soon. So far I'm really enjoying myself and I heartily reccomend anyone who likes old-school dungeon crawls to give this a go.

The fighting mechanics are interesting. At first glance it feels weird to attack+sidestep to negate damage. But there's a weird, almost dance-like elegance to the fights. especialyl when 2+ enemies are involved, as it requires quite a bit of spatial awareness not to get cornered and subsequently raped.
 

Saark

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Jun 16, 2010
Messages
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A Beautifully Desolate Campaign
Great LP so far. I don't want to spoil anything, it's just some gameplay stuff but I'll still give you the chance not to read it so you can discover it yourself if you want to:

You will most likely want to fall down these trapdoors before closing them (some of them can't be opened again) since they usually lead to rooms you cannot access in the next level. You will take falling damage though. There's some great items hidden that way.
 
Self-Ejected

Ulminati

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Update 2, in which most of level 2 is explored

Heading down the stairs I notice BROBERT is feelign quite peckish, so I top everyones food-o-meter up with delicious snail meat.
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Slithering sounds alert is to a nearby cell with snails. Our torch slowly burns out as we fight them.
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But both BROBERT and Roxorowskij gain a level from the fightan! :incline:
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Here are the full skill trees available to fighters. BROBERT will focus on getting his armor stat up so we can equip things that'll make him tankier. Meanwhile, Roxorowskij levels his athletics for the vitality bonus. Hit points are not gained retroactively when it goes up, so it's worth investing in this early (I think).
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We find our first hat. As always BROBERT gets the cool stuff first.
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Shortly after, more snails see Spekkmeister and Crooked Bee join the glorious heights of level 2. As a rogue, Spekkmeister will focus on missile weapons. Even though we have yet to find any.
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Meanwhile, Bee gets access to several schools of magic. I notice rank 5 spellcraft will make 2 additional spells available to her(!). So she grabs that immediately.
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Only a short distance into level 2 and we're already level 2. :incline: Further exploration ensues.
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We meet a new enemy. These tiny buggers are a real pain in the ass. They fling acid projectiles that are best avoided through standing at a corner, then immediately sidestepping out of the way when it attacks and back again before it can move forward.
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I mistimed it a few times. The projectiles hit all party members for quite a lot of damage.
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Past the fungi forces we find a key and a compass. The compass is actually pretty neat, as the icon in your inventory changes as you change facing. If you're playing on old school mode (we aren't) this should help your maps sort-of correspond to what's actually in the game. Hands up everyone who suspects Bee is getting slightly moist at the thought of having to draw her own maps again.
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We also find a truly codexian weapon, elevating ourselves to a machete raep gang :obviously:
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Since it's possible to close the door from within, this seems like a safe place to rest and we're low on hitpoints. Zzzzz...
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...Huh?
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The plot thickens! I also realized I could place notes on the map. I'll try to remember ot do so to make this LP easier to follow.
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We find another scribble on the wall. Shelter sounds good.
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Immediately left of the scribble there's an empty torch sconce. Putting a torch in it makes a secret door slide open.
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:yeah:
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A pretty sweet helmet. But -10 evasion if you don't have heavy armor ptoficiency is pretty harsh. We'll hang onto this until BROBERT does.
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Headed into the cells we find snails which are quickly dispatched.
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There is also a cell which contains stuffies.
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Light armor (BROBERT will be able to equip this next level at no penalty) and a key underneath. We can't quite reach the arrows. I couldn't find any obvious buttons or levers to open the bars.
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A bit further down the corridor we find a room with a door and two touchpålates. Flapping sounds are heard from behind.
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Hmmm. There's a side corridor extending to immediately behind the LEWT cell. I wonder...
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Yep!
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:smug:
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Poison arrows for Spekkmeister. Now all we gotta do is find you a bow
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Placing rocks on the two pressure plates opens the foor. the flapping sounds turned out to be this ugly bird-thingie. It moves one square forward wheneve rit attacks, so you can't avoid it by stepping backwards. Maneuvering into a 2x2 (or bigger) room and sidestepping works fine however.
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A bit further down the corridor is another save point.
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The scribble here says no weapons allowed inside. I tried screenshottign the translation a few times, but Fraps wouldn't cooperate.
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Placing a spare weapon in the alcove next to the scribble opens the gate. Dont' place a weapon you're actually using here, since there are snails immediately inside.
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A little loot in here and a switch
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That opens a secret door and gives us Pointy shoes! Those should probably go to the rogue.
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Exploring on we find a strange glow.
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And this 3x3 room with a touchplate.
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Scribbles say "Enter thy grave!" Obvious trap is obvious.
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Stepping a few squares back and tossing a rock into the room makes a switch visible and the gate slam shut.
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Secret doors open inside the room and more skeletons step out. Had we walked in there they would probably have made short work of us. Fortunately, we can now face them in a long, narrow corridor with Bees ice shards spell.
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Pushing the button next to the bars opens them and waltz-time ensues.
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Most interesting loot we find in the room is a magic scroll that explins how bees spell works if we hadn't figured it out by ourselves already.
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Progress so far.
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Stepping into the glowy area teleports us someplace else.
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A short corridor with cells on either side. One of them contains a monster.
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Another a bag -- more interesting.
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There's also a switch here. Pressing it fills all of the cells with a teleportation glow.
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Accidentally released the skeleton while messing wit the button. It doesn't follow you through teleporters, so you can cheese the fight by backing up to the entrance teleporter and jumping back and forth.
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A few more button presses shunts the bag we found in the cells out to us.
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It contains another key as well as some food and a helmet.
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With 2 keys found we cna now open the gates to the save gem.
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Another 2 keyholes in the wall behind the gem and a door on either side. We pick one at random which leads us into a largeish empty room.
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At the back of the room we find a switch-brick which causes--
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Holy fuck! Well, you can't really see this in a screensht, but my entire screen was shaking as if the dungeon was hit by an earthquake before I pressed the stone. I nearly jumped out of my chair.
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Anyway, pressing the switch makes a secret door slide open. the alcove contains another switch.
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Which makes another secret door slide open. There's a monster behind this one.
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Kiling it reveals another switch... Which makes a final door slide open, behind which is a key.
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It fits the lock near the save gem.
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Headed down th eother side corridor we reach a teleport glow.
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Stepping into it just shunts us back to the cell wecame from however. Clearly another approach is needed.
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Turning around to leave, I spot a hidden switch. It turns off the teleport glow, but only for a few seconds. You have to press it then immediately run backwards, as taking time to rotate means you won't step past the glow befor eit reappears.
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A trapdoor with a trigger plate on the other side. We toss a rock over.
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More monsters on the other side results in everyone but bee levelling up. WE also find a pretty spiffy hand axe for BROBERT, which'll allow him to attack faster than with the spear he looted off a skeleton. We also find a key.
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BROBERT levels his armor skill enough to equip leather armor without penalty. The remaining point is put into axes.
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Meanwhile, Roxorowskij spreads his points between Athletics, Armors and swords Machete.
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The Spekkmeister continues pumping his missile weapons. Hopefully I'll find a bow for him soon.
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Returning to Comrade Save Stone we slot the second key and pass within to a teleport glow.
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We find another magic scroll. Bee has nowhere near enough Earth majicks to cast this however.
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Progress update. Looks like the level may be pretty much done.
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We find another hidden switch for a secret door.
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Mushroom men within.
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Which prompts a level up. Bee grabs another 4 ranks in ice magic for spell access.
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Exploration continues.
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We run into even more mushroom men. Dispatching them we find a leverl.
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which releases acid-spitting mushrooms! :rage:
Sadly, I back into a corner and get trapped while they melt our faces. RIP Codexian party
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And thus we reach our first TPK. More updates later.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,883
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
The save rocks respawn, so you can go back and heal up if you need it.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
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Messages
20,317
Location
DiNMRK
The save rocks respawn, so you can go back and heal up if you need it.
Yeah, I realized that. But I only rarely bother spamming saves. It ruins my immershuns.
 

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