For each showcase I highlight the many developer submitted games and demos we check out here. If you would like to submit a game for a future piece please reach out.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Back in the NES days Nintendo of Australia sponsored this commercial to put players in their place. I especially like the voice of the Duck Hunt Dog, and the Mario castle music used as a background soundtrack.
The Indie game showcases highlight the many developer-submitted games and game demos we play here on the channel. If you would like to submit a game for a future stream please get in touch.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
By now many of you are no doubt familiar with Alvi Tekari’s Baba Is You (itch.io, Steam, Switch, Android, iOS). The premise is simple. In a Sokoban-style world composed of discrete blocks aligned with a grid, you try to get a figure (usually the sheep Baba) to a goal (usually a flag). But nearly everything about this game world is malleable, according to special word blocks in each level. If a set of three blocks is arranged in a horizontal (reading left to right) or vertical (reading top to bottom) line, then that statement becomes true throughout the level. In fact, every level comes with certain statements already in effect: it is only because somewhere it says BABA IS YOU that you can control Baba, and if something else IS YOU, then you can move it too. And you can make new rules by moving the words to make new sentences.
Baba Is You became an indie darling from its game jam release in 2017, and in 2019 it absolutely exploded, being featured on several game stores including Nintendo’s eShop picks page. Its rules are simple, yet their implications becoming diabolically complex later on. Not to give away some absolutely amazing secrets, but there are very few games that get as hilariously weird as Baba Is You-or as difficult. Baba Is You is a challenge that will keep you going for weeks, but eventually pays it all off with one of the best end game sequences anywhere. If you haven’t played it yet, you really should. I did a Q&A with Alvi Tekari for Game Developer about the creation of Baba Is You, and I think it’s one of the best interviews we’ve done.
This is all to make sure we’re on the same page when I mention the sublimely ridiculous Baba Is You XTREME, a free parody of Baba Is You made by Baba Is You‘s own creator!
Baba Is You XTREME seems just like the original at first, right until you press the first key and discover: the game now has a completely spurious physics engine! Baba no longer snaps a step at a time centered in the cells of a Sokoban grid, but now moves around freely, with acceleration and friction. The same is true with all the other objects on the screen that are IS PUSH. Objects that ARE STOP are locked in place, though.
The addition of physics makes the execution of any move into a challenge to itself. The rule system is still in place, some old words have much weirder implications, and there are even some new words to explore. There’s only 11 levels (it is a free game, after all), but around level seven you’ll be scratching your head. But one implication of the physics is that words that are in a corner aren’t completely impossible to shift like they were in a grid setting, so with some dedicated pushing it’s possible to break some troublesome sentences here that would be impossible in Baba Is You‘s Cartesian cosmos.
It’s completely free, so if you’re a fan of BIY it’s worth checking out. And if you haven’t tried Baba Is You yet, it is worth a look too!
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Its crossover fighting game edition!
Zack Zwiezen, Nintendo Life: Character voices and items coming to Nickelodeon All-Star Brawl. Yes! Catdog fighting Stimpy fighting Reptar! More, I say! Let’s cross everything with everything else! Why should we deny ourselves, let’s mix all pop culture together into a clumpy grey fluid!
Alex Santa Maria, comingsoon.net: Leaks of possible characters coming to MultiVersus, including Ted Lasso and Samurai Jack. Oh yes my little ploppies, breakdown all walls between universes! Realistic people fighting Tom & Jerry! Bugs Bunny fighting Arya Stark! It’d be a ridiculous parody if it weren’t all too real! Stir up that fanboy gruel and pour it into my unwashed bowl!
Kite Stenbuck at SiliconEra: SNK: All Star Fight set to release in Japan in the Fall. Karateguys against shootypeople! Let’s settle all those dumb schoolyard arguments now! Who wins in a fight between a Contra guy and Johnny Cage? The answer is you, the viewers at home, or at least that’s what I have been told.
Darryn Bonthuys, Gamespot: Capcom confirms Street Fighter 6 roster leak is real. What? Is it crossing over with anyone? No Spider-Man? No Optimus Prime? That’s not how you do it! Could someone check with Capcom and make sure they’re all right? (Note: I have been assured that there is a reference to Final Fight’s mayor Mike Haggar in the game, so there is at least some mixing going on, thank blob.)
After so much forbidden property scrambling, the rest of this post can only be slowly-dimming afterglow.
We like the work of indie game designer Keith Burgun here, and he has a new essay up about Diablo: Immortal, comparing it to other free2play and gatcha-style games. Diablo: Immortal, as has been noted previously by our intrepid alien newscaster Kent Drebnar, has been outright banned in two countries for its unusually rapacious loot system.
The piece begins with a long quote from the Diablo: Immortal subreddit that really tears into the game. It states that the game is worst than the standard f2p, calling it the worst example of play-to-win, and liking it to slot machines at the nearby gas station. (A condition that, here in the state of Georgia, is not far from reality. There are video poker machines here all over the place.)
Keith uses it to launch into the damage that gatcha patterns have done to game design in general, that its assumptions have soaked into gaming in ways beyond mere monetization. This include:
mechanisms like random drops
drop odds made explicit in the game’s UI
star ratings for items
repetitive gameplay designed to entice players to grind away at it to increase the number of drops they get
overuse of crafting
making quests into a kind of progress treadmill, with explicit UI, requirements and rewards given as a cost/benefit exchange, and
having many things in the game “level up” in some manner.
To all of this I exclaim “hear hear!” I would just point out that a lot of these trends in fact originated in MMORPGs. What is a star rating for an item but another form of a colored rarity loot system?
I would even argue that loot itself has become a degraded concept. All of these things are geared towards “releasing endorphins” or delivering “dopamine hits.” If an executive above your team is speaking in those terms, my advice to you is to bail, if you can, you aren’t making the world a better place. If you are thinking like this, please reconsider why you’re making games.
There is more I have to say on this issue, but rather than steal any of Keith’s thunder I’ll let him explain it, and do my own ranting at some other time.
For this cast, I sat down with Jonathan White who is the developer of the Last Sunshine and the recent re-release The Last Sunshine Rekindled. We spoke about his background and developing a combination of a shooter and a roguelite.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Kyle Orland at Ars Technica, who always does good work, has a long piece up about scandals in PC game collecting. It’s a close-knit subculture where members trust each other implicitly, but as the value of old games has gone up, it has recently been awash in forgeries.
A prime culprit in their distribution was Enrico Ricciardi, a prominent figure in the community who many members trusted. He is known for writing books on the history of the Ultima games and the early days of Ultima publisher Origin Systems. It’s not known that he was actually forging the copies of the games, but the fakes are known to have passed through his hands, and it’s considered by the group that he should have been able to spot fakes.
It’s a fascinating article that involves prominent Apple II disk imaging expert 4am doing forensics on a supposedly-legitimate disk of The Chambers of Xenobia and finding it was a cracked copy.
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Greets my Earth peeps! That is how you say it down there, is it not? Cultural differences are quite extreme between our worlds, I assure you, up here we cannot even get our Hot Pockets in a Pepperoni variety. Well let us get down directly to the tacks that are comprised of brass:
Megan Farokhmanesh at Wired Magazine proclaims the end of an era for Pokemon. Yet, I feel fine! The article claims that open world games are in store for that series. But no word about the shameful factory farming conditions under which Miltanks are kept!
HotHardware mentions, as well as other sites, the new Sega Mega Drive Mini 2 that is in the works. Two of the games for it appear to be Sonic CD and Popful Mail! It appears to be a nice device! I’m sure it’ll be even nice once it has inevitably been hacked, drebnar!
Nintendo Life shows up a lot in these webbéd pages. I am still not even sure if their name is stylized with a space drebnar! Well we have two missives from them today:
Chris Moyse at Destructoid sings songs of the Arcade Archives release of Tower of Druaga. It’s one of the most purposely obtuse arcade games ever created, and you’re now able to bash your own head silly against its maddening puzzles, which are less puzzles as a load of secret tricks you must discover for yourself in order to complete it. At least you won’t have to spend your own 100-yen coins on each failed attempt!
Omega is beloved of a small but devoted cadre of players. Like Alphaman, it is a prominent early roguelike with an overworld, but unlike Alphaman the world map is the same from game to game. In this it can be recognized as a predecessor of ADOM. It is probably the classic roguelike with the most detailed and interesting town, the well-named city of Rampart.
The CRPG Addict, whose Sisyphean project is to play, complete, and write about every CRPG ever made, reviewed Omega in the early going, although his victory over the game was the easiest kind of win (retirement), and he cheated by restoring save files. Although it must be said, Omega’s own help text itself suggests that players back up their saved files if they’re having trouble, and there are some things about it that almost make me want to play that way.
Omega’s sense of difficulty is a bit unusual. It is overflowing with random events, some of them you can’t do anything about, and it’s possible for those events to kill you with very little warning. But if a character can survive the early going, there are also non-random resources that a knowing player can take advantage of that can help them get a leg-up on the game. In this way it’s like NetHack, in that there are counters to randomness, and a bunch of necessary lore to discover that greatly enhances one’s chances of winning.
Much of this lore has been saved in FAQs, spoiler files, blog posts, and comment sections scattered throughout the internet. Most of these sources remain out there to find, but the nature of the web and the intervening years have made them harder to find than they once were. I’ll present a list of links you can use to find them later, but I’ll gather the most important early-game for you once we get into its gameplay.
Omega is a game that has entertained players for many years. In its heyday it was a popular topic of discussion on the Usenet group rec.games.roguelike.misc. But it does have a number of attributes that have fallen out of favor with players nowadays. I’m not even talking about the typical things one has to get used to in order to play most classic roguelikes. Omega has some particular things you’re probably just going to have to acclimate yourself to if you’re coming to it from contemporary types of computer gaming. This isn’t to seem overly critical; there are a lot of interesting adventures to be had in its world, but there is a bit of a learning curve. But let me give you a broad overview first.
About the Game
Omega’s origin is said to extend back to the late 80s, but records on the internet extend only as far back as about 1993. It was created by Laurence Raphael Brothers while he was at Rutgers University. He passed the torch to others to maintain the game at some time before 1993, but even version 0.90.4, the most recent version of the core code of Omega, lists his name in the source code as copyright holder. Lawrence Brothers has been known to sometimes get in contact with people who write about Omega, including the CRPG Addict.
In 1993 it seems Robert Paige Rendell picked up development of Omega. Erik Max Francis currently maintains the official Omega Distribution Page. While the core game has seen no development in a long time, ports for various systems have been made, including OS/2, classic MacOS and even a Windows port with graphical tiles.
Omega doesn’t present you with a great scenario at the start of play. It is more like a general setting, in TTRPG terms a sandbox that you investigate on your own. Your explorations are mostly directionless at the start. There is a character you can turn to that can provide players with a direction for their explorations, and you can also get quests from the Duke of Rampart, but the game doesn’t point you in their direction, and nothing forces you to heed their words. Omega is more like an adventure setting than a single mission you are trying to perform.
The game world is like that of ADOM, with an overworld, a sprawling sequence of above-ground terrain, with locations in it to find and explore that are in the same places every game. It’s the contents of these locations that are randomly generated every time you play. The dungeons are generated and persist, but only if you don’t enter another dungeon; if you go into the Goblin Caves, then leave and go to the Sewers in the city, when you return to the Caves they will have been refreshed. The layout will be the same, but the map will be forgotten, and the monsters will be different. A player can take advantage of this fact.
The other kinds of locations seem to remain the same each time, although the city of Rampart, the main urban location in the game and the place where you begin play, has mostly the same map every game, but the contents of the buildings are mixed up when the game begins, and its hedge maze area is selected from one of a number of possible layouts. Rampart is the center of the game in many ways. Most of its guilds are based there, and to advance in them and get many of their benefits you’ll have to return to haunt their doorsteps. There are other settlements in the game, but none of them are anything like Rampart. It’s a cool location. It might be the greatest city in all roguelikedom.
The Layout of Rampart
Rampart is the largest city in the game, and where your journeys begin. It’s a good place to pick up supplies, decide which guilds and religions you want to join, and get equipment.
Places in Rampart with set locations, and randomly-placed locations once you’ve discovered them, can be moved to quickly with the Automove command (Shift-M). For more information on the city and places of interest within it, I must ask that you wait until next time. Until then, why not explore on your own, and see what you can figure out? All you have to lose is maybe twenty or thirty lives.
Basic Keys
?: Help. Provides a lot of information about the game and its systems. Refer to the ‘l’ option here for more keys that aren’t listed here.
numpad/vi keys: walk, bump into enemies to attack them
numpad 5: run
.: Wait 10 seconds, note this is twice the length of time it takes to move a step
,: Wait a specified number of minutes
s: Search surrounding spaces for secret doors or traps
i: Inventory (explained further down)
x: Examine something in a location in sight. (very useful for distinguishing what monster or item is on a space)
g: Pick something up at your feet. (Think of it as ‘g’ain)
e: Eat something
q: Drink a potion (‘q’uaff)
r: Read something
a: Zap wands and rods (think of it as ‘a’pply). Note, to be used, most items must be worn on your person. You can’t just use items out of your pack, you have to get them out first.t: Talk to someone. This is used to greet some characters and threaten monsters. Talk with and greet a horse you own to ride it.
f: Fire a weapon or throw an item.
o: Open door. (used frequently)
c: Close door. (used less often)
m: Cast a magic spell. You specify which spell you want to use by entering its name. You only have to enter as many letters as to distinguish the spell from the others you know.
Shift-A: Use miscellaneous items or artifacts. The item that lets you escape the Arena when you win a fight is of this type.
Shift-F: Change your attack routine. (‘F’ight)
Shift-S: Save the game (supply the filename as an argument on the command line to load the game)
Shift-T: Tunnel through a wall (use in moderation)
Shift-M: Autotravel to a known location in your current town. Places that are the same from game to game are automatically known, randomly-placed locations must have been entered at least once. As with spells, you enter the place’s name, but only have to enter as many letters to uniquely identify your destination.
Shift-E: Get off your horse.
Shift-D: Disarm a trap.
Shift-G: Give an item to someone.
Ctrl-I: Look in your pack.
On Inventory To use most items, they can’t just be in your pack, but must be in one of your equipment slots. Your “Ready Hand” slot and your three Belt slots can hold almost anything, and are good ones to use for single-use and miscellaneous items. I like to keep food in the ‘e’ slot of my belt.
x: E’x’change the up-in-air item with the one (if present) in one of your inventory slots.
s: Show contents of your pack.
p: Stash the up-in-air item in your pack.
t: Take an item from your pack.
d: Drop an item from the selected slot
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I’ve got much more to say about Omega, but this article is already much longer than I wanted it to be! There’s so much ground to cover that I’m increasing the post frequency of @Play for a bit, so you won’t have too long to wait for the next part. In the meantime, you might find these links to be of interest….
Salt and Sanctuary by Ska Studios was one of the more solid 2D attempts at making a soulslike along with metroidvania progression. While the game wasn’t perfect, the mysterious world, disturbing character designs, and challenging gameplay made it a highlight of the year. With Salt and Sacrifice, the developers have experimented in a new way that unfortunately does drag things down a bit.
Mage Madness
The story finds you in a completely new area from the original. After being imprisoned for a crime, your only options are to either rot in jail or become an inquisitor who hunts mages. Taking the latter, you head towards the land of the mages, and in typical soulslike fashion, you’re killed within 30 seconds of playing. Revived via the pact you made, your only way to get free of your pact is to find a cure and take out every mage you see along the way.
The basics of the first game are here, as you are free to customize your character from a variety of weapons and gear that can be found or crafted. The original’s massive skill tree has been expanded with more classes and options. The class and armor perks are required for you to use weapons and armor pieces of certain levels respectively. Unlike the first game, your “eastus” flask here can be upgraded via crafting as opposed to specific nodes on the tree.
Right away, a lot of the more archaic aspects of the first game are gone. The faction/idol system of the first game — where you could set up bases for different groups by using consumable items is no more. But the real twist, and major gameplay difference between the two games, come with a new focus.
Monster Mage
The first game easily fit as a metroidvania soulslike, but with Salt and Sacrifice, the developers have taken inspiration from Monster Hunter. Instead of one hugely connected world, the game is split between different self-contained zones. While there are still major upgrades that add new tech hidden throughout the world, progress is now locked via “mage doors.” To open these doors up, you need to find, kill, and consume the heart of a certain number of mages.
The mages themselves act like the monsters from Monster Hunter — they will randomly go around the area causing trouble. Each mage has a set of attacks and summons they can use. As you do damage to them, they’ll warp around until you’ve done enough damage to trigger the boss fight. Killing the mage will reward you with the heart the first time you kill them and droppable resources. Like Monster Hunter, there is a random assortment of goods that will be given, and this is a part of a greater focus on crafting.
Most of your gear will come from crafting them out of the resources from mages. Killing a mage can also reward artifacts that come in different rarities and levels. As you explore each zone, you may also come across a book that will allow you to set up repeatable hunts, but the mages will also show up randomly as you make progress.
Your two forms of major progress will come from unlocking more areas and finding inquisitor tools that take the place of the brands as your metroidvania unlocks.
All this adds up to a game that feels different than the first, but Salt and Sacrifice also shows the limitations of the mechanics and not in the best way.
Ragdoll Rage
The original’s combat system was good and served the purpose given the mechanics at work. With Salt and Sacrifice and the changes made to the overall pacing, we can see some major pain points with the transition to hunts.
Stamina, which is used for attacking and defending, feels very low compared to the first. It is very easy to run out even with a few basic attacks or dodging at the start considering how much gets thrown your way. The mages themselves fight with random patterns, but said patterns are not equal. Many of them have attacks that require your full attention to dodge, and the AI has a habit of spamming this attack several times in a row — making it near impossible to dodge everything or get in for a hit.
Here’s the big point, when your character is in the air or standing, their hitbox will take every attack that connects; you are only immune to damage when you are lying on the ground. For spam attacks, if one hits you, there is a good chance the next five will hit as well. Anytime the player is knocked into the air, you cannot always air recover out of it, and more than likely, you are going to take more damage while you are helpless.
It is very easy in this game to go from full health to dead from a single attack that either stun locks you, or all the individual projectiles connect and wipe you out. Fortunately, mage health does not regenerate when you die outside of the actual boss encounters, but the rest of the enemies come back.
One thing that doesn’t come back is your resources. For this game, your healing flask and ammunition for your range weapon require you to gather resources and craft them. In the first game, your flask would also be restored back to its capacity at checkpoints. This system is an odd choice given the difficulty and how easy it is to drain them. But these decisions emphasize a point about Salt and Sacrifice’s design changes and how it is far more grinding than the first game.
Grind Souls
The first game had grinding in the traditional sense of getting enough salt to unlock levels and get upgrade materials. Here, the amount of grinding has been increased. Not only do you need to grind areas for basic resources, but you need to grind mage encounters and their spawns for upgrade materials, along with different ones for the various weapons.
While the game will track a named mage during a hunt, you cannot set it to track wandering mages while you are exploring a zone. Good luck keeping track of one if they decide to warp while they are just slightly off screen from you. This could be forgiven if not for one major problem — the game has no in-game maps or guide markers. Trying to remember where all the heart doors are becomes frustrating when you start having multiple ones at different thresholds. When you die, there is no indication where your death spot is, and if you die from a fall, the drop point shows up where you landed, not where you fell.
Each biome only has one warp point at the start of it, and you can only do leveling up and gear upgrades back at the hub. I do like the shortcuts that you can open that allow you to quickly get back to certain areas, but there is still a lot of backtracking that will need to be done.
Feeling Salty
Salt and Sacrifice despite being the sequel feels like a step back and shows the limitations of the combat system. If you haven’t played the first game yet, I easily recommend that one for your 2D soulslike fix. This isn’t a bad game, but it just feels like two steps forward and three steps back.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
‘@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.
This is the beginning of our exploration of classic roguelike Omega. Instead of opening with a mere explication of the game and its history, I figured I’d offer some play examples through screenshots, and give a bit of the story of my experience with it, while explaining some of the points of the game’s beginning along the way. After all, my aim is to get you interested in this game, maybe even to try it out yourself, and a mere description of it is unlikely to push you very far in that direction.
A more detailed description of the game is coming soon-tomorrow, in fact. In the meantime, this short play was under version 0.80.2, which is the current “stable” version, and has been for over 20 years. There is a newer “development” version, 0.90.4, which is almost as old.
So, I started a new game of Omega. Starting characters are rated on the traditional D&D scale of 3 to 18, though they can become higher during play. A few rerolls resulted in stats that were above average across the board. While the highest was only 16, none was beneath 12. I accepted them and named the character Rodney. (It’s a lucky name. Bad luck.)
All games of Omega begin in Rampart. The layout of the city doesn’t change generally, but the location of some businesses and places does, as does the layout of its hedge maze. Rampart is safe to rest in, unless you gain the ire of monsters in the hedge maze. They won’t come out to bother you unless you go inside and they see you.
I decided to go for a chaotic build this time, which meant not being able to avail myself of the many benefits of Paladin-hood, but allowing my character to worship Set, who grants the spell of Invisibility when joining. Invisibility is helpful for escaping inopportune battle. It also means I can go ahead and rob the ATM right away instead of waiting until after joining up with the Paladins or a lawful religion.
This is a spoiler, but it’s one of the most-used plays in Omega, and it greatly helps you get characters underway. To rob the ATM, open an account (press Shift-O while interacting with it), choose a password, then press Shift-P and enter a different password than you entered. The ATM will tell you the police have been called an to “Press space to continue.” Press any key other than space. There’ll be a little display and you’ll end up with between 1,000 and 4,000 more gold. This will break the ATM, so you can’t do it again, and give you a bit of Chaotic alignment, but it’s not much and you can get it reduced easily by talking to the Archdruid, which you should do really soon anyway.
The ATM money is important for joining one of the magic guilds and the Thieves’ Guild, which are very expensive to a starting character, and help you pick up some bargains from the city Pawn Shop. My exploration of the city found the Thieves’ Guild in the upper-right corner of the city. I joined up with three guilds: the Collegium Magii, the religion of Set, and the Thieves’ Guild.
The Pawn Shop often sells useful random items, and its stock slowly changes as time passes. In this game its starting inventory included boots of speed, a terrific item that can make the early game much easier. It also had a scroll of spells. Reading a scroll of spells provides a chance of learning a random spell, which can also greatly improve a character’s viability. Sadly, this one provided nothing.
Having higher Dexterity, I decided to go with light weapons. The choice in Omega is generally between heavy bladed and crushing weapons, which use Strength, or light and missile weapons, which rely on Dexterity. I went with an epee, costing 100 gold, which turned out to be a great choice for this character.
Rodney’s various career tracks now underway, they visited “Commandant Sonder’s Rampart-Fried Lyzzard Partes” and bought 20 buckets (it’s easy to run out of food in the wilderness), and then stepped out of town for a stroll north to see the Archdruid. A chat with the Archdruid provides 250 experience points, enough to immediately advance a character to Level 3. A Level 3 character is far from omnipotent, but won’t be in danger of being fried by a cosmic ray, which happens in Omega from time to time. You can also get your alignment neutralized somewhat there, but I was leaning into Chaoticness.
Back in Rampart. A place to get a few extra gold pieces is fighting the first opponents in the arena, which is usually pretty safe if you restrict yourself to the first four. (Note, if you join the Gladiator guild, you’ll earn more money for your fights, but will also be advanced to harder opponents!)
There’s a general sequence of events in Omega’s early game that provides for optimal play. After robbing the ATM and advancing to level 3, I usually like to tackle the hedge maze. At level 3 the opponents here are usually not too bad, although there’s always the danger of encountering something hideously strong: I once got roasted here by a fire-breathing salamander. The traps here can also be dangerous for the unwary.
One reason for exploring the hedge maze is to get access to the Oracle, who eventually provides access to an important late-game location, but also gives advice on where to go and can reveal your alignment to you. When the game asks if you want to attack them, be sure to say No! You may also find a few random items and the entrance to the Sewers, an early dungeon.
Then it’s off to the Duke of Rampart to get the first quest, which involved killing the Goblin King. The Duke will only deign speak with you if you’re at least Level 3. Outside town, the Goblin Caves must be searched for in the wilderness, with the ‘s’ key, but are always in the same place: three spaces south of the city.
Here we see the result of casting Object Detection. It’s cheap to cast, and can provide aid in determining which passages to explore in dungeons. But mana points in Omega don’t naturally regenerate over time, only from gaining an experience level or other explicit sources, and so must be guarded jealously. One of the more horrible things that can happen to a magic-using Omegan is stepping on a Manadrain Trap, which can leave you helpless. If you’re not in the Sorcerers’ Guild they charge a ton of cash to refill your mana. It’s worth looking out for powtabs in the pawn shop, which restore mana when eaten.
The Goblin Caves have a winding kind of structure, and often have copper pieces embedded in the wall. You can tear down many walls by using the Tunnel command (shift ‘T’), but this produces a pile of rubble that harms you when you wade through it, and that takes time to dig yourself out of. It’s mostly useful for getting yourself out of passages where you’re trapped by neutral NPCs who block you and refuse to get out of your way. (Or you could just kill them, if you’re of chaotic bent.)
As you gain character experience, you also advance in all the guilds you’re a member of. The guilds provide extra benefits as you gain standing with them; the Collegium Magii teaches you the Identification spell, although if you’re a member of the Thieves’ Guild, item ID is pretty cheap there.
Advancing in a religion is a good source of spells. Several of these spells came from worshiping Set. I currently know only one combat spell: Firebolt. It isn’t bad, although it’s costly to cast.
Here’s an instance of some of that bad luck I mentioned! If you fail an attack particularly badly in combat, you may drop your weapon, or it may even break! This kind of tragic happenstance is all over the place in Omega. You just have to roll with it. If all you have is your hands you’re useless in a fight with ! It can be worth it to carry a spare in your pack.
A good test of whether your character is doing well is if you can easily defeat the chieftains in the Goblin Caves. A Goblin Chieftain is fast, and hits hard with their great axes. If you’re wielding a weapon not indicated by your stats they’ll put an end to your adventure very quickly.
While Goblin Chieftains are bad, Goblin Shamans, which look identical on the screen (a green G) are even worse! They can cast a variety of annoying spells, and can poison you, give you a disease (get this cured at the Healer’s in town) or even put you to sleep. That last one nearly ended the game by itself.
There’s identification scrolls and spells in Omega, and you can pay the Thieves’ Guild to identify things you’re carrying, but there are also random scrolls that outright identify an entire category of item. These are all identified as “Jane’s Guide to Treasure,” and they’re definitely worth purchasing if you find one in the Pawn Shop.
Some traps in the dungeons are particularly nasty. Abyss Traps can teleport you to a random location, and also tack on some damage too. I already mentioned how dangerous Manadrain Traps can be to a magic user. Disintegration Traps can annihilate a piece of equipment you’re wearing. The choices are either to search every space (and even that might not be enough) or hope for the best. If your Dexterity is pretty good, it’s usually not hard to disarm known trips with Shift-D.
It was a pretty good game, but it ultimately ended at the hands of a bog thing in the wilderness. Turns out they’re pretty tough. Who knew? Omega is of the school of game that teaches primarily by killing you over and over again. Each new monster is a fresh opportunity to possibly get slaughtered because you don’t know if it’s too strong for you to tackle, or the special trick to beating it.
Maybe that’s a good indication of what playing Omega is like? I have elided a lot. Tune in tomorrow for a more traditional introduction to Omega.