![]() ![]() They've put in a lot of work, and don't charge that much, really. ![]() They include all the ROMs and OS files for every machine Commodore ever shipped, fully licensed, so the whole shebang is entirely legitimate and above board. If you don't want to deal with that, the folks over at Cloanto have done a very nice package of everything you need to run pretty much any Amiga program, from old A1000 titles right up through the mostly-dead AmigaOS 3.9, intended for PowerPC chips. However, configuring WinUAE has turned into a real adventure, requiring a pretty substantial knowledge of how the Amiga worked to get it configured correctly. They can go do whatever they want, but I don't have fun playing their game anymore, so for this lover of roguelikes, all their effort goes to waste.Īctual Amiga hardware is getting expensive to buy, but you can emulate it extremely well with WinUAE and some ROM files. That seems like a much better balancing point than 1% for the best of the best. Yet, at the same time, wins become possible for much more ordinary players. That gives you real impetus to get better, and it means that, no matter how good you are, you don't know if you'll win. Me, I figure that a game is balanced about right if mighty experts have about a 50/50 chance. Designing a game to be nearly impossible for even the mightiest of experts strikes as incredibly stupid design. That 1% rate for even elite players seems to be the central game design mechanic, superseding all other ideas, and I dropped it because of that. They want even the most expert players in the world to have only about a 1% chance of winning, and they constantly tune the game from their tournaments to increase difficulty. Most recently, I had a pretty long run on Dungeon Crawl: Stone Soup, but I finally gave up on that team as game designers. The Amiga was a very good system for those, because it supported so much RAM, 80 columns, and windowing, so it was a frequent compile target for later roguelikes, Nethack among them. That was my first real introduction to roguelikes, and wow, did I fall in love. (I don't know if they still use that anymore, but it was funny at the time.) Less killing!" This was a pun on Bud Lite's "tastes great, less filling" omnipresent ad campaign, and would get at least a smile from almost any computer geek. One I remember with real fondness was Hack Lite, on the Amiga. ![]() I also heard that it will be fully modable when it's done. Also, the dev is super chill, he often asks for input from players on discord, and there are regular, significant, updates every few weeks. I have a kid, work full time, and am working on a masters, but I literally came back to gaming because of this game. *Despite* it being in early access, I've already got 170+ hours on it, and it's now my favourite roguelike.Īnyway, if you like the feel of Doom, the vibe of Aliens, and love roguelikes, it's worth checking out. That is, until I saw on the DoomRL forums that Jupiter Hell, the spiritual successor to DoomRL, recently came out on early access on Steam. Then, in the last few years, I got hooked on first FTL, and then Into the Breach-but after that, there was nothing to scratch that modern Roguelike itch, so I literally stopped gaming. Unfortunately, an OSX upgrade some years later made me move on, but I still consider it to be in my top 3. I've been gaming since my uncle pirated Doom for me off of a BBS back in the day, everything from FPS like Call of Duty to RPGs like the original Fallout and Wasteland, and DoomRL stood out as not only my favourite roguelike, but my favourite *game* for a long time. ![]()
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