Pixel Dungeon: a gentle introduction to roguelikes
January 23, 2015 8:53 AM   Subscribe

Pixel Dungeon is a coffee break roguelike, one which distinguishes itself with pixel-art graphics and distilled roguelike gameplay.

Runs on Android, and on desktop systems. Pixel Dungeon is gratis, and the source code is regularly pushed to GitHub.

Last month, an update to PixelDungeon caused an uproar among users. Reasoning that the emergent strategy relied on improving just one piece of equipment, game developer Watabou added the divisive new game mechanic: equipment degradation. Improved equipment now loses its improvement at a rate proportional to the level of improvement. Several frustrated players have taken to "degrading" their reviews:

Degrading items has degraded the game. Given the low percentage of successful new starts, the joy of getting to a point where you have good gear is now gone. Rating will go back up to 5 if degradation is removed, or changed

At least one enterprising player has even gone to the trouble of forking the project and uploading an easier version to the Play store. However, should you seek an even greater challenge, Shattered Pixel Dungeon shall provide adventurers with a more dangerous dungeon, and new unique artifacts.

And for those on Apple devices without Java, you'll have to settle for Brogue, the spiritual predecessor, which also features simplified gameplay and touch friendly controls.
posted by pwnguin (26 comments total) 28 users marked this as a favorite
 
Someone should really make an Ewok-themed roguelike where you're fetching the Amulet of Endor.
posted by cortex at 8:57 AM on January 23, 2015 [7 favorites]


wow, didn't know about the recent changes but fwiw I spent many hours on my Android phone playing Pixel Dungeon. It's super fun and plays really well on a phone touchscreen. The developer has definitely put in a lot of thought and care into it.
posted by musicismath at 8:58 AM on January 23, 2015 [2 favorites]


"pixel art" - nethack could fit a whole room of monsters in the pixel count of just the hero sprite.
posted by idiopath at 9:01 AM on January 23, 2015 [3 favorites]


What are the in app purchases?
posted by Mitheral at 9:03 AM on January 23, 2015


This game is awesome, been playing it for ages. 200+ tries and still haven't even reached the final boss (lvl 23 of 25 is my best I think). It's always being updated too which is cool.

I don't think there's any IAPs? Only thing I've spent money on was a voluntary donation to the dev.
posted by EndsOfInvention at 9:06 AM on January 23, 2015


TV Tropes: Breakable Weapons

(I'm playing The Last of Us right now, and while I can understand an improvised shiv made of a taped-up scissor blade breaking off in someone's neck, it's a little puzzling to have that length of iron pipe I picked up fall apart after only a few good whacks...)
posted by Gelatin at 9:08 AM on January 23, 2015 [2 favorites]


Ok yeah since I donated via PayPal they've added in a Google Play "IAP" link which is a $5 donation.
posted by EndsOfInvention at 9:08 AM on January 23, 2015


This is the kind of thing that led Notch to sell minecraft to ms. The fans of his game (specifically those making money off running pay2win servers) would not leave him alone. Marcus, we're sorry. Good luck with your 2.5 billion dollars.
posted by adept256 at 9:12 AM on January 23, 2015 [2 favorites]




Minecraft has been through similar significant rebalances over its history (food/health regeneration, bow rebalance, mob ais, enchants, potions, etc..). Petersen and Mojan took enormous shit each time they did something. Playerbase conservatism and entitlement can be a real problem, and one of the challenges of the whole release early/Steam early access phenomenon.

Early access has been a great way to fund game development for smaller shops, but a certain community of players expect triple-A polish and constant mechanics right out the gate.
posted by bonehead at 9:31 AM on January 23, 2015


I agree. And I had problems with minecraft not changing and then changing too fast. Mojang's authentication server was ddos'ed by lulsec (because they are jerks) but ostensibly because Notch wouldn't hurry up and finish the game.

Why did I put that in parentheses? It shouldn't be. There are a minority of jerks. It's a pity they speak the loudest.
posted by adept256 at 9:51 AM on January 23, 2015


This game is addictive and cute and small and very hard. It really is the mobile version of Net hack I wanted.
posted by ftrain at 9:55 AM on January 23, 2015 [1 favorite]


I like the game but it really is frustratingly hard! I want a game option where I can turn off hunger so I can just WIN for once for chrissakes!
posted by Eyebrows McGee at 10:00 AM on January 23, 2015 [4 favorites]


Thankfully I finished playing through with all the characters before the item degredation was added. Now trying to do the same in Shattered. The 'Artifacts' are a great addition.

It's the only game I've kept playing for more than a year, which is saying something.
posted by Four Flavors at 10:02 AM on January 23, 2015


I played this for a long time and finally uninstalled it right before equipment degradation was put in. It took me probably 150 games to beat it initially, but once learning the nuances I could win every fifth game or so. I think that's common, and the reason the difficulty level was upped.
posted by MillMan at 10:09 AM on January 23, 2015


distinguishes itself with pixel-art graphics and distilled roguelike gameplay

Maybe I'm just jaded from too many Kickstarter pitches and Steam Early Access projects, but it feels like indie gaming is just steeped in pixel-art graphics and distilled roguelike game play right now.

Looking forward to trying them all out regardless, but getting a bit burnt out.
posted by ODiV at 10:13 AM on January 23, 2015 [2 favorites]


I have been playing Pixel Dungeon obsessively for a few months, and the degradation of weapons does piss me off. However, the addition of the honeybee and bombs kind of make up for it.
posted by Elly Vortex at 10:17 AM on January 23, 2015


I want a game option where I can turn off hunger

Dungeon Crawl
lets you play as (among a crapton of other race options) an undead mummy that never gets hungry or needs to eat. Has some other drawbacks, though (you heal slowly, some potions don't do anything, and oh yeah, STAY AWAY FROM FIRE). It's not exactly a "casual" or "gentle" roguelike, though.
posted by mstokes650 at 10:59 AM on January 23, 2015 [1 favorite]


Brogue is really, really fun. I heartily recommend it. Also for iOS: MeFi's own 100 Rogues.
posted by brundlefly at 11:10 AM on January 23, 2015 [2 favorites]


Maybe I'm just jaded from too many Kickstarter pitches and Steam Early Access projects, but it feels like indie gaming is just steeped in pixel-art graphics and distilled roguelike game play right now.

Nah, I'm with you — and I'm not a gamer or a kickstarter-er. But yeah, I feel like I'm hearing a ton about new cute roguelikes from my friends who are. I'm not sure if it's just that Nethack is old enough to have retro appeal now or what, but it definitely seems like A Thing from where I'm standing.
posted by nebulawindphone at 11:19 AM on January 23, 2015


The hunger in PD annoyed me initially but I get that it's there to stop you grinding a single easy level for ages. The degradation is annoying but I think you just need new tactics, e.g. a +0 enchanted weapon for the easy mobs but a high level weapon for the bosses and harder mobs. It makes for more thinking about what weapons to carry instead of just choose one and keep it forever. Also it's made me think more about defensive tactics (seeds, wands, doors, etc) now armour degrades.
Not sure if this is coincidence but I feel like I've found more random already-enchanted weapons since the update, also scrolls of enchantment now spawn in the world instead of having to be manually created, which is cool.
posted by EndsOfInvention at 11:25 AM on January 23, 2015


There's been discussion about implementing weapon degradation into Long War, the phenomenal mod (but really, more like 'whole-new-game') for XCOM. Watching some of the complaints/backlash has been interesting. It being a mod rather than a game makes it much harder to criticize them, and also that they generally make some of the harder aspects user-customizable for those who really care.

Looking forward to trying this!
posted by Lemurrhea at 11:28 AM on January 23, 2015


PD is okay but there really isn't much there for emergent gameplay - the hunger mechanic is too strict to allow for anything but driving deep ASAP. Luck is too important - certain item and weapon drops NEED to happen to have a chance to progress, and you can (and will) run into level 5 of the dungeon knowing with certainty that you won't progress any farther. Also the huntress is the most useless class ever and frankly I can't think of a reason to play a non-warrior class other then boredom. It's a great bathroom buddy but I can't really compare it to dungeon crawl.
posted by Dmenet at 11:37 AM on January 23, 2015 [1 favorite]


I like the game but it really is frustratingly hard! I want a game option where I can turn off hunger so I can just WIN for once for chrissakes!

Food is rarely a killer, it functions more like a level clock. If you're running low on food, the easy fix is to look for more on the next level. And you can buy rations from PixelMart, the in game store (not an IAP). The true biggest threats to players, IMO are:

1. Paralytic traps that allow crabs and other fast monsters like a million free hits on you.
2. Bosses
3. Fire that destroys all your cool stuff leaving you defenseless.
posted by pwnguin at 1:29 PM on January 23, 2015 [1 favorite]


(I'm playing The Last of Us right now, and while I can understand an improvised shiv made of a taped-up scissor blade breaking off in someone's neck, it's a little puzzling to have that length of iron pipe I picked up fall apart after only a few good whacks...)

Dead Island was godawful about this, but then Dead Island was godawful about a lot of things.
posted by Pope Guilty at 6:46 PM on January 23, 2015 [1 favorite]


Oh man, I'm suddenly reminded of the first episode of David Sirlin's game design podcast about "cocaine logic,"* where "it helps me win" is conflated by players with "it is good game design and good for the longevity of the game." I remember my brother and his friends complaining about Halo 2 having meaningful weapon balance instead of just being able to do everything with the overpowered pistol like in Halo 1. Complaints about the game being made better by removing the win button tend to be made by those who prefer the experience of winning to the experience of getting better.

*the name being derived from the idea that, hey, cocaine makes people feel great, so we should all use cocaine all the time, right?
posted by DoctorFedora at 7:32 PM on January 23, 2015 [2 favorites]


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