I love this game. At first, just looking at the screenshots I was like "What is this crap?" But the gameplay is a lot of fun and there is some deep and interesting lore about the world. A good "one more try" game because you will die often.
My favorite thing about this game is you can play it any way you want! I like playing it like an RPG most of the time, and having all the classes and loot makes it so fun and addicting. Some other similar games I love are Tangledeep, Rogue Empire, and Dungeonmans.
This and now Cogmind are my two go-to Roguelikes. Though when DF Adventure mode gets its UI and Steam graphical update I'll probably give that another go.
One of the best games ever made really. It's also open-source and most of the game logic is written in Lua (on top of a C or C++ engine), so it's extremely friendly to modding.
For some reason, while I love rogue-likes I have never been able to get into this one. Something about the skill and class system feels really off putting to me. Everything feels samey with endless +3% here and +5% there. Whenever I level up I feel like I am playing tax evasion simulator for min-maxers. The gameplay kind of reminds me of an MMO game where while every class is different(tm), in practice, everyone is a wizard. One is a sword wizard, other is a fist wizard, however magic is commodified to the point of mundanity. All the difference between the classes is in the exact parameters of their magic skills and the visuals/lore. I would prefer if there was more of a qualitative change when upgrading skills and gear rather than endless percentages. As for the classes, they feel very limiting. What I like the most in a roguelike is being able to do anything I want. A class can make me better or worse at something but rarely do they outright shoehorn you into a very narrow and specific playstyle. I am pretty sure that the game gets better at the higher levels however I was never able to muddle through to that part.
@@shemsuhor8763 I have plenty of roguelikes that are for me. Caves of Qud, Dwarf Fortress, ADOM, Frogcomposband, Nethack. In general I prefer deeper world interactions between the player and the environment and modern rogulikes tend tto have it in spades. That is why ToME is an exception to me (that and dungeon crawl stone soup).
I could go on a huge explanation about the skill system, though I'll keep it simple: it may feel like classes are same-y, but there's a lot of depth to classes. You might have just ended up shoehorning yourself to what sounded better while playing. Most classes have multiple options that end up working well enough to win the game. I don't get the problem with percentages, nor what you mean by "every class is a wizard". Skills have huge changes when upgrading, too. Rush skills increase their distance, stun skills increase how many turns they stun for, summoning skills can summon stronger things/more things, and some other skills change from bolts to rays, single-target to cleave, or become AoE. I will admit that it does appeal to min-maxing, but that is not a necessary thing unless you're playing on higher difficulties. On the freedom point, there are two unlockable classes you'd probably love. The adventurer and the wanderer. Adventurers can choose from literally anything for their gear and skills, it's the build-a-class class. Meanwhile wanderers get a few skill trees (also from any in game skill trees) at random, if you want to just try and make some weird RNG subset of trees work. Just be careful not to spread too thin on resources. Wait... did you unlock most classes? Maybe that's the problem, you only start with the straightforward ones. Also yeah. The game gets really fun once you get prodigies, find enemies that give you hard challenges, and try to mix-and-match the gear you found to get strong enough for the last bosses.
@@Kbcamaster42 I guess I will have to try to get to the good stuff then. My problem with percentages was that it is a small number change that has to be stacked with other bonuses to get meaningful difference, while at the same time are very easy to spiral out of control. It is part of the min-maxing ever present in MMO type games where if you don't know the right build you will end up useless and unable to progress. With regards to classes feeling like wizards. Every class has the same thing that differentiates it - skills. Magic-like abilities that allow them to do things that are normally impossible. The problem I had with them is the fact that if you take away the flavor - most of those feel like magical spells (they even have cooldowns - something that a physical skill has no reason to have). I know that it would be hard to make many different - non magic using classes without this trick however the result is more magic using classes - except they call their mana rage or stamina or whatever else. An archer shooting magical arrows is as much of a wizard to me as a wizard shooting magic bolts. That being said I recognize that it is my personal gripe that is unlikely to be shared with vast majority of players and to be frank quite minor if a game is fun.
I spent over 24 hours in this game in less then 3 days XD. Its really addictive but can be extremely RNG. I keep trying to play rogue and usually die at level 8-10 . Once I took alchemist it was walk in the park since he starts with a personal golem bodyguard :) Such a good binding key system, excellent auto explore option, and after you bump into enemy you set up your stuff and start swinging , very entertaining to those who love to dungeon crawl for that sweet loot.
What in this game resembles the add "Open World Sandbox RPG" . The game is terribly linear and have zero mechanics to do anything "open world style roaming" . I wouldn't go far . I 'll say just the name "Elona" . In the last one you can easily forget why are you even there having the option to do HUNDREDS of other things than to just "progress another story" . My 2 cents though ..
I love this game. At first, just looking at the screenshots I was like "What is this crap?" But the gameplay is a lot of fun and there is some deep and interesting lore about the world. A good "one more try" game because you will die often.
My favorite thing about this game is you can play it any way you want! I like playing it like an RPG most of the time, and having all the classes and loot makes it so fun and addicting. Some other similar games I love are Tangledeep, Rogue Empire, and Dungeonmans.
The only game where you can play as a time traveling skeleton wizard
This and now Cogmind are my two go-to Roguelikes. Though when DF Adventure mode gets its UI and Steam graphical update I'll probably give that another go.
I got the paid version on steam and the dlc to support the devs cuz the game is a masterpiece.
Same
One of the best games ever made really. It's also open-source and most of the game logic is written in Lua (on top of a C or C++ engine), so it's extremely friendly to modding.
I've been playing this game since it was Tales of Middle-Earth. I keep coming back to it and it has become my all time favorite roguelike.
I agree with the intro; ToME is easily among the best roguelikes on the market.
TOME has been my comfort game for the last 4 years, truly one of if not the best. Nook, you're fantastic keep up the good work
Played it, what a great game. One of the few places you can find a class using two shields as weapons XD
Love this game's variety of magic: from the standard fire and lightning, to necromancy, to disease and blood, but my favorite is time magic!
For some reason, while I love rogue-likes I have never been able to get into this one. Something about the skill and class system feels really off putting to me. Everything feels samey with endless +3% here and +5% there. Whenever I level up I feel like I am playing tax evasion simulator for min-maxers. The gameplay kind of reminds me of an MMO game where while every class is different(tm), in practice, everyone is a wizard. One is a sword wizard, other is a fist wizard, however magic is commodified to the point of mundanity. All the difference between the classes is in the exact parameters of their magic skills and the visuals/lore.
I would prefer if there was more of a qualitative change when upgrading skills and gear rather than endless percentages. As for the classes, they feel very limiting. What I like the most in a roguelike is being able to do anything I want. A class can make me better or worse at something but rarely do they outright shoehorn you into a very narrow and specific playstyle.
I am pretty sure that the game gets better at the higher levels however I was never able to muddle through to that part.
Dungeonmans is for you brother.
@@shemsuhor8763 I have plenty of roguelikes that are for me. Caves of Qud, Dwarf Fortress, ADOM, Frogcomposband, Nethack. In general I prefer deeper world interactions between the player and the environment and modern rogulikes tend tto have it in spades. That is why ToME is an exception to me (that and dungeon crawl stone soup).
I could go on a huge explanation about the skill system, though I'll keep it simple: it may feel like classes are same-y, but there's a lot of depth to classes. You might have just ended up shoehorning yourself to what sounded better while playing. Most classes have multiple options that end up working well enough to win the game. I don't get the problem with percentages, nor what you mean by "every class is a wizard". Skills have huge changes when upgrading, too. Rush skills increase their distance, stun skills increase how many turns they stun for, summoning skills can summon stronger things/more things, and some other skills change from bolts to rays, single-target to cleave, or become AoE. I will admit that it does appeal to min-maxing, but that is not a necessary thing unless you're playing on higher difficulties.
On the freedom point, there are two unlockable classes you'd probably love. The adventurer and the wanderer. Adventurers can choose from literally anything for their gear and skills, it's the build-a-class class. Meanwhile wanderers get a few skill trees (also from any in game skill trees) at random, if you want to just try and make some weird RNG subset of trees work. Just be careful not to spread too thin on resources.
Wait... did you unlock most classes? Maybe that's the problem, you only start with the straightforward ones.
Also yeah. The game gets really fun once you get prodigies, find enemies that give you hard challenges, and try to mix-and-match the gear you found to get strong enough for the last bosses.
@@Kbcamaster42 I guess I will have to try to get to the good stuff then.
My problem with percentages was that it is a small number change that has to be stacked with other bonuses to get meaningful difference, while at the same time are very easy to spiral out of control. It is part of the min-maxing ever present in MMO type games where if you don't know the right build you will end up useless and unable to progress.
With regards to classes feeling like wizards. Every class has the same thing that differentiates it - skills. Magic-like abilities that allow them to do things that are normally impossible. The problem I had with them is the fact that if you take away the flavor - most of those feel like magical spells (they even have cooldowns - something that a physical skill has no reason to have). I know that it would be hard to make many different - non magic using classes without this trick however the result is more magic using classes - except they call their mana rage or stamina or whatever else.
An archer shooting magical arrows is as much of a wizard to me as a wizard shooting magic bolts.
That being said I recognize that it is my personal gripe that is unlikely to be shared with vast majority of players and to be frank quite minor if a game is fun.
I spent over 24 hours in this game in less then 3 days XD. Its really addictive but can be extremely RNG. I keep trying to play rogue and usually die at level 8-10 .
Once I took alchemist it was walk in the park since he starts with a personal golem bodyguard :)
Such a good binding key system, excellent auto explore option, and after you bump into enemy you set up your stuff and start swinging , very entertaining to those who love to dungeon crawl for that sweet loot.
I remember when this was Troubles/Tales of Middle Earth. Didn't really get very far but I did love trying to mess around with the geomancer.
This reminds me of magic candle, one of the best rpg games i ever played
This game proves that the actual game we play are the ones happening in our brains lol.
Great game, I've been playing it for a couple of months now, haven't managed to win on insane difficulty yet but it's been a lot of fun!
Love it. This is classic Nook gold.
Love this game so much!! ❤
Oh, so that's how you pronounce it, I always pronounced it "tales of my A*al", thanks for the clarification.
It's like pixel dungeon
A couple of bad Billy Joel jokes are always welcome :)
Has an Android version?
do you play eve online? if so we should meet up in game
I used to, I quit several years ago though
What in this game resembles the add "Open World Sandbox RPG" . The game is terribly linear and have zero mechanics to do anything "open world style roaming" . I wouldn't go far . I 'll say just the name "Elona" . In the last one you can easily forget why are you even there having the option to do HUNDREDS of other things than to just "progress another story" . My 2 cents though ..