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The Video "Game"

Olli

(he/him)
1: Unnamed protagonists
2: Wait for it.... splat!
3: That splat? It was because you hit someone so hard that they flew into an obstacle and died so hard that they didn't even leave the usual corpse.
4: Fireball! Fireball?? ...oh shit... fire bolt, please?
5: Learn by doing
6: Summoning a demon - good idea, or maybe not?
7: If you know how to cure small wounds and you learn how to cause major wounds, you can figure out how to cure major wounds, too.
8: The game starts with the creation of the 8 player characters who are tasked with dealing with some kind of demonic invasion.
9: Spells are cast by combining three syllables
10: There was a sequel of sorts by the same author, featuring orcs
11: Wizard's Crown and Ultimas are stated influences, but it's not hard to see gold box inspiration as well
12: The author also made a couple of NetHack variants - NetHack-- and SLASH
13: It's a shareware title. You can beat the game without paying, technically, but a hint book with a map is needed to navigate the final area
14: Combat, which is 90% of the game, is turn-based and on a grid. The combat areas are fairly large and you're often outnumbered, so a big part is making sure you're not surrounded.
15: It's a single author game for the most part (music was outsourced, though)
16: To keep yourself from being flanked, it's useful to take advantage of walls, rocks, trees (magical or natural), bodies of unconscious enemies, summoned animals, etc.
17: RLF = rakh lo fyr = fireball!
18: There are graphics, but, you know, programmer graphics
19: Your skill levels are only descibed by adjectives, not numbers
20: Spellcasters aren't good in melee, as casting saps your strength (which is restored by sleep).
 

Olli

(he/him)
1: Unnamed protagonists
8: The game starts with the creation of the 8 player characters who are tasked with dealing with some kind of demonic invasion
-Nobody in your team has a name or a backstory (other than "you were chosen")

2: Wait for it.... splat!
3: That splat? It was because you hit someone so hard that they flew into an obstacle and died so hard that they didn't even leave the usual corpse.
-Guarding is an important move. It makes you pass your turn, but you'll attack once an enemy moves to melee range. Combined with a knockback effect from strong melee attacks, it's sometimes like a game of very bloody baseball.


4: Fireball! Fireball?? ...oh shit... fire bolt, please?
-Spells have a fairly high failure rate and you can only attempt ~3 castings per turn. If you're trying a high level spell (like fireball) and fail a few times, maybe try something less difficult...

5: Learn by doing
-All skills are increased by using them, so there's nothing preventing you from switching from an axe specialist to a sword user, you just need a lot of practice. Not sure if magic can be learned by everyone (character portrait determines the early skill distribution), but I wouldn't be surprised.

6: Summoning a demon - good idea, or maybe not?
-There's a high level priest spell that allows you to summon a demon. It's only about 50% likely to be on your side, though.

7: If you know how to cure small wounds and you learn how to cause major wounds, you can figure out how to cure major wounds, too.
9: Spells are cast by combining three syllables
-Spells are formed from magic words/syllables (mapped to keyboard keys) where each has a single meaning. For example, OIC = cure small wounds, KIC = cause small wounds, KEC = cause major wounds


10: There was a sequel of sorts by the same author, featuring orcs
-Natuk. Not sure if there is anything that connects the games except a generic fantasy theme.

11: Wizard's Crown and Ultimas are stated influences, but it's not hard to see gold box inspiration as well

12: The author also made a couple of NetHack variants - NetHack-- and SLASH
15: It's a single author game for the most part (music was outsourced, though)
-Tom Proudfoot

13: It's a shareware title. You can beat the game without paying, technically, but a hint book with a map is needed to navigate the final area

14: Combat, which is 90% of the game, is turn-based and on a grid. The combat areas are fairly large and you're often outnumbered, so a big part is making sure you're not surrounded.

16: To keep yourself from being flanked, it's useful to take advantage of walls, rocks, trees (magical or natural), bodies of unconscious enemies, summoned animals, etc.

17: RLF = rakh lo fyr = fireball!
-One of the spells.

18: There are graphics, but, you know, programmer graphics

19: Your skill levels are only descibed by adjectives, not numbers
-The adjective list has a lot more negative terms than positive ones, too.


20: Spellcasters aren't good in melee, as casting saps your strength (which is restored by sleep).
-Plus, armor slows you down, so you get to fewer attempts to cast per turn. And you should be grinding your spellcasting skill anyway.
 

Falselogic

Techno-Threadcromancer
(they/them)
1. You're on a hunt
2. Extremely limited inventory
3. Made by someone you would not expect
 

Falselogic

Techno-Threadcromancer
(they/them)
1. You're on a hunt
2. Extremely limited inventory
3. Made by someone you would not expect
4. They've lost so much
 

Falselogic

Techno-Threadcromancer
(they/them)
1. You're on a hunt
2. Extremely limited inventory
3. Made by someone you would not expect
4. They've lost so much
5. That's not who lives there
 
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