Then you're dumped into the Arkham Museum, which is represented by a map but is really a menu containing various ways to die - the location of rooms doesn't actually matter. When the game starts, you choose an Elder One (ranging from an angry Mardi Gras lizard to the heat death of the universe) and a team of four investigators, each with a special ability. That said, I did just spend half an hour playing. Forget that though - the point is, Elder Signs is a compact game, perfect to poke at during a long flight or train journey, but not necessarily a decent companion while you're nestled in the parlour with your mighty PC. Well, that and the occasional foxtrot across dimensions and a spot of globe-trotting in the DLC. Where Arkham sprawls across the fictional city and its environs (as well as every inch of floorspace in my sodding apartment), Elder Sign's adventures are confined to a single building. The theme and setting are also similar, but Elder Sign is a very different kettle of Deep Ones. Manage cookie settingsĮlder Sign shares some characters and icons with Arkham Horror, Fantasy Flight's enormous investigative horror board game that is two-thirds a Hobbes quote, being 'nasty, brutish and really really long'. Or any other roguelike with similarly simple gameplay.To see this content please enable targeting cookies. I don't think I ever got further than level 8 or so, and I think there might be more than 100 levels!īut I think that Rogue, with 4-directional "swish" movement, a little map in the corner, and maybe a few buttons along the bottom, could work very well. If you wanted to look with more detail, you just pressed the * key. The screen showed an area about the size of a medium-large room in Rogue, with a transparent map in the corner that gave you your bearings in the level. You moved with the number pad, and used 5 with a direction to fire whatever arrows you had equipped. But what was really nice was the interface. It's Rogue with Shiren the Wanderer-inspired graphics, enemies, and items. It was made for Japanese cell phones and a refinement of another game called just Mobile RogueLike, with better artwork, an improved interface, and more enemies and items. I remember playing a roguelike in the old, pre-smartphone days that was actually pretty good. Join us next time on Roguelike Radio for an in-depth look at Unreal World, the Iron Age Finland survival roguelike. Platforms talked about: Unity, libGDX, Monodevelop, CocosX, LIBTCOD, Rot.js, SquidLib Some games mentioned: Dungeon Ascendance (Tom's Game), Powder on GB, Shiren on DS, Crawl on Android, Ending, TraqHack, Brogue X on Android, Hoplite, WazHack, Dungeon Ho!, Rogue Miner, Dweller, Dungelot, Cardinal Quest, Pitman, Elder Signs Omens, Pixel Dungeon, Lost Labyrinth, Tower of The Sorcerer, Desktop Dungeons, Kairosoft, Martin's Descent How to look good on a small screen, and the traditional problem of bad sprites in roguelikes Starting options (classes / race) and replayability Auto-save on exit, including jumping out to the home screen (very important) Size of map and visibility requirements, exploration, running away, short goals (short play time per level) Novel sources of inspiration like side-scrolling beat-em-ups Changes in style of gameplay with mobiles while keeping to the general roguelike formula Length of gameplay, small levels and dense experience 4-way vs 8-way on a touchscreen and fat fingers (and hex!) On-screen keyboard vs direct touching, and other control issues How the mobile roguelike landscape has changed over the last year
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