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Hello to everyone who decides to read this!

I'm currently working on a fantasy-themed, turn-based roguelike entitled Kilgazar. It is currently in the early alpha stages, but things have reached a point where I've decided to introduce it a bit more to the world.

The game is listed on Indie DB or you can also find information on its Facebook page. There is also the Fascimania homepage for those curious.

I've posted a short video and some screenshots on the Indie DB page if you want to see how it looks. (I've also posted a couple screenshots to this post.)

Any comments or questions would be appreciated.

Thanks for reading!
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Post edited January 05, 2013 by adambiser
Bump.
It looks like a good game. Can you play it in hot-seat?
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Licurg: It looks like a good game. Can you play it in hot-seat?
Thanks! :)

It is currently single player only. However, I am looking into making it multi-player as well, but that will be later in development.
Post edited May 16, 2012 by adambiser
Just watched the video on your FB. Not my kind of game, but looks interesting. I can see why people would like to play this.

Will the characters ingame remain 'portraits' are do you have plans to turn them into sprites?
Post edited May 16, 2012 by mrtophat101
Will there be more classes/races added later or are they pretty much set in stone? I like playing evil classes, such as Necromancers who can cast Necromutation and change into liches, because they get the coolest spells/abilities...

The game, from what I saw in the screenshots, looks pretty interesting and I hope you can flehs it out more. I would recommend playing Dungeon Crawl Stone Soup for ideas :D and because I really, really like that game.
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mrtophat101: Just watched the video on your FB. Not my kind of game, but looks interesting. I can see why people would like to play this.

Will the characters ingame remain 'portraits' are do you have plans to turn them into sprites?
They'll be portraits for this game. It's a bit of a nod to the HeroQuest board games.

We'll be using sprites for later games though, but that's a different story. :)
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mrtophat101: Just watched the video on your FB. Not my kind of game, but looks interesting. I can see why people would like to play this.

Will the characters ingame remain 'portraits' are do you have plans to turn them into sprites?
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adambiser: They'll be portraits for this game. It's a bit of a nod to the HeroQuest board games.

We'll be using sprites for later games though, but that's a different story. :)
Cool. I love the style of the portraits ingame.

Good luck with development! :D
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JudasIscariot: Will there be more classes/races added later or are they pretty much set in stone? I like playing evil classes, such as Necromancers who can cast Necromutation and change into liches, because they get the coolest spells/abilities...

The game, from what I saw in the screenshots, looks pretty interesting and I hope you can flehs it out more. I would recommend playing Dungeon Crawl Stone Soup for ideas :D and because I really, really like that game.
There are just three classes: warrior, magician, and rogue; only one race, human; and you can choose the gender, which is purely player preference since gender does not affect any attributes.

The lines between the classes are somewhat blurred as all classes can do all things, just some can better than others. Magicians will have a better chance of learning a spell when a book is found.

There's no alignment really, just old school attack everything that moves. :)

It's meant to be a casual sort of game, nothing terribly complex. :)
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mrtophat101: Cool. I love the style of the portraits ingame.

Good luck with development! :D
Thanks! I had to hire an artist, Pierce Roth, to do the player and all but a few monster portraits because I'm terrible at art. I think he did a great job on all of them and I'm looking forward to working with him on future games, too.
Post edited May 16, 2012 by adambiser
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JudasIscariot: Will there be more classes/races added later or are they pretty much set in stone? I like playing evil classes, such as Necromancers who can cast Necromutation and change into liches, because they get the coolest spells/abilities...

The game, from what I saw in the screenshots, looks pretty interesting and I hope you can flehs it out more. I would recommend playing Dungeon Crawl Stone Soup for ideas :D and because I really, really like that game.
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adambiser: There are just three classes: warrior, magician, and rogue; only one race, human; and you can choose the gender, which is purely player preference since gender does not affect any attributes.

The lines between the classes are somewhat blurred as all classes can do all things, just some can better than others. Magicians will have a better chance of learning a spell when a book is found.

There's no alignment really, just old school attack everything that moves. :)

It's meant to be a casual sort of game, nothing terribly complex. :)
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mrtophat101: Cool. I love the style of the portraits ingame.

Good luck with development! :D
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adambiser: Thanks! I had to hire an artist, Pierce Roth, to do the player and all but a few monster portraits because I'm terrible at art. I think he did a great job on all of them and I'm looking forward to working with him on future games, too.
So, basically, it's the Gauntlet of roguelikes then? This is not a bad thing, mind you :D. Thanks for replying to my question.
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JudasIscariot: So, basically, it's the Gauntlet of roguelikes then? This is not a bad thing, mind you :D. Thanks for replying to my question.
Yes, I'd say that's a fairly good comparison. I just have to try to make the game live up to it. (I really enjoyed Gauntlet back in the day.)
Just a couple of random suggestions:

I'm not sure there's need for that huge green MP bar, it's really distracting... HP on the other hand are barely visible, maybe you convert it into an HP bar?

Graphic wise, I think you should aim for some kind of detail balance, extremely blurred textures (lava) do not fit well beside sharp textures (rock walls); some more tile variation would be nice too. Also please consider adding shadows to the environment.
Just a thought, judging by the way it looks like the game handles tiles (which is purely based on the screenshots). It looks like it could be turned into a pretty interesting TBT, along the line of Descent (the board game, not the famous computer game). One problem that I often have with "simpler" rogue likes is that I find them to far too often grow a bit repetitive after a while. Having a small party (3-5 characters) and tougher encounters would probably fix that.
Post edited May 16, 2012 by AFnord
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Avogadro6: Just a couple of random suggestions:

I'm not sure there's need for that huge green MP bar, it's really distracting... HP on the other hand are barely visible, maybe you convert it into an HP bar?
Actually, that's a turn indicator. It does sort of throw off the balance of the status bar. All of the information in the middle used to be a separate screen. Maybe I'll go back to that idea, which would leave more room for the HP and MP indicators, allowing them to be big again.

The status bar has gone through a few changes trying to get it right. I also want the player to have the ability to right click on a creature to see their stats, but perhaps that wouldn't be necessary. Let them learn through trial-and-error. :)

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Avogadro6: Graphic wise, I think you should aim for some kind of detail balance, extremely blurred textures (lava) do not fit well beside sharp textures (rock walls); some more tile variation would be nice too. Also please consider adding shadows to the environment.
The lava is animated actually, so that might help in that regard. I am not an artist, so some things are as they are due to lack of ability.

Tile variation is something I had in the beginning, but took out just because of the sheer tile count that would be needed to make things look less square when transitioning from one tile type to another.

Plus that adds a level of complexity to the random map generator. I already have to deal with rivers and bridges. :) When I go to making a game where the levels are pre-made, I can more easily add tile variation.

Thank you for the suggestions. They will be considered.
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AFnord: Just a thought, judging by the way it looks like the game handles tiles (which is purely based on the screenshots). It looks like it could be turned into a pretty interesting TBT, along the line of Descent (the board game, not the famous computer game).
That is a bit of the idea. Kilgazar is sort of the beginning project. I should be able to keep building on this engine and use it for other games, hopefully improving things as I go.

Thanks for pointing me to Descent. That looks pretty cool. :) The loose basis for Kilgazar is the older HeroQuest board game, which is now out of print. Descent looks very similar to it.
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AFnord: One problem that I often have with "simpler" rogue likes is that I find them to far too often grow a bit repetitive after a while. Having a small party (3-5 characters) and tougher encounters would probably fix that.
In additional to multiplayer, the ability to create a party is something that I am wanting to do. You'd be able to pick only one or use up to all six. The difficulty would increase depending on how of a big a party you choose.
Post edited May 16, 2012 by adambiser
Ooo. A multiplayer Rogue-like would be fun. Good idea!

Out of curiosity, what are you building this with?