Powder - Le Bottin des Jeux Linux

Powder

Specifications

Title: Powder Type: Linux Game
Genre: Adventure & Action Temporary:
Category: Adventure & Action ➤ Classical ➤ Misc. Commercial:
Tags: Adventures - En local - Graphiques - Roguelike Demo:
Released: 117 Stage of dev.:
Date: 2011-12-23 Package Name:
License: CC Sampling Plus 1.0 Repository: Debian
View: Third person Package: ✓
Graphic: 2D Binary: ✓
Mechanics: Source: ✓
Played: Single PDA: ✓
Quality (record): 5 stars Quality (game):
Contrib.: Goupil & Louis ID: 12365
Created: 2010-08-20 Updated: 2014-12-07

Videos

Trailer / Gameplay [en] / [en] / [fr] :

Links

Website & videos
[Homepage] [Dev site] [Features/About] [Screenshots] [Videos t r r r r r r r g] [WIKI] [FAQ] [Changelog 1 2]

Commercial : [Support their work (Donate)]

Resources
• (empty)
Technical informations
[Open Hub] [PCGamingWiki] [MobyGames]

Social
Devs (Jeff Lait [en]) : [Site] [Forums] [twitter] [YouTube] [Google+] [Interview 1 2]
Game : [Blog] [Forums] [twitter] [YouTube]

On other sites
[JeuxLinux [fr]] [The Linux Game Tome] [RogueBasin]

Reviews


News / Source of this Entry (SotE) / News (SotN)

Description [fr]

Un roguelike graphique à l'origine conçu pour la Gameboy Advance, par Jeff Lait.

Powder est un roguelike graphique multiplateforme - à l'origine conçu pour la Gameboy Advance, dont l'objectif est de descendre dans les profondeurs d'un sous-terrain pour en rapporter le coeur noir d'un démon fou.
Ce jeu a nécessité 10 ans de développement.

Descendez dans les profondeurs d'un souterrain à la rencontre du démon fou, aussi connu comme celui dont on ne peux prononcer le nom ou Baezlbub. Lorsque vous l'aurez vaincu ou par quelque autre manière qu'il le soit, vous devrez prendre son coeur noir et le ramener à la surface du monde.

Description [en]

To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:

• Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
• Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
• Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
• Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
• Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
• Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.