{"id":5501,"date":"2018-02-04T22:33:19","date_gmt":"2018-02-05T06:33:19","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=5501"},"modified":"2019-08-01T13:42:43","modified_gmt":"2019-08-01T20:42:43","slug":"wonderquest","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/5501","title":{"rendered":"Wonderquest"},"content":{"rendered":"<p>It&#8217;s taken me a while to admit this, but I think that I&#8217;m going to have to do something I&#8217;ve never done before: shelve a main-line <em>DROD<\/em> title while it&#8217;s still incomplete. Oh, I&#8217;ll get back to it. But for now, I&#8217;m playing other things, including one thing that I had previously intended to start after beating <em>The Second Sky<\/em>: <em>Wonderquest<\/em>, the only known <em>DROD<\/em> imitation outside of that one room in <em>Frog Fractions 2<\/em>, the one that looks misleadingly like <em>Nethack<\/em>. <em>FF2<\/em> does that a lot, hiding a game pastiche under the skin of a different game pastiche.<\/p>\n<p><em>Wonderquest<\/em> isn&#8217;t like that. It doesn&#8217;t hide what it&#8217;s imitating at all. It&#8217;s about as blatant an imitation as you can get. You hit orbs to open doors, your initial enemies are roaches which move exactly like <em>DROD<\/em> roaches, there are roach &#8220;spawners&#8221; that only differ from <em>DROD<\/em> roach queens in that their spawn cycle is 24 turns instead of 30. The initial player character even wears the same color of shirt as Beethro. So let me introduce <em>Wonderquest<\/em> further by describing how it&#8217;s different from <em>DROD<\/em>:<\/p>\n<p>Instead of a dungeon, <em>Wonderquest<\/em> is set in a jungle. It&#8217;s functionally equivalent to a dungeon, just replacing stone walls with impassable forest. The player characters are from various places on Earth, and have no idea how they wound up there. Instead of a Smitemaster, your initial character is identified as a &#8220;Beggar&#8221;.<\/p>\n<p>It&#8217;s not nearly as slick as <em>DROD<\/em>. The tiles are noisy and repetitive. The music and sound effects are low-fidelity. The controls are a little awkward, even after you rebind them to match the <em>DROD<\/em> keys &#8212; holding down a movement key to go faster here results in zooming out of control, and is almost always a bad idea. Movement is animated continuously rather than moving in discrete steps from tile to tile, which probably seemed like an improvement to the designer, but I find it just muddies my understanding of what&#8217;s going on. The dialogue, revealed entirely by stepping on scrolls, is pretty terrible. The whole thing is a little amateurish, but amateurish in a way that I find a little comforting, hearkening back to a less commercial age of indie game development. Retro, but in a way that doesn&#8217;t feel like it&#8217;s doing it on purpose.<\/p>\n<p><a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2018\/02\/wq-chambers.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2018\/02\/wq-chambers-300x225.jpg\" alt=\"\" width=\"300\" height=\"225\" class=\"alignright size-medium wp-image-5506\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2018\/02\/wq-chambers-300x225.jpg 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2018\/02\/wq-chambers-768x576.jpg 768w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2018\/02\/wq-chambers.jpg 1024w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>This extends to the puzzles as well, at least in the early stages. Lots of repetitive action, with enemies in quantities that don&#8217;t make the puzzles harder or more interesting. I suppose it&#8217;s really no worse than some of the stuff in <em>King Dugan&#8217;s Dungeon<\/em>, but even that comes as a shock after playing so much of <em>The Second Sky<\/em>. For example, here&#8217;s a puzzle with two chambers, where you have to do exactly the same thing to both chambers. <em>TSS<\/em> had a number of puzzles that looked like this at first glance, but some slight asymmetry &#8212; maybe even just the placement of the entrance &#8212; meant that the seemingly-identical parts had to be approached completely differently. Here, there&#8217;s no such subtlety.<\/p>\n<p>That said, there are ways that it&#8217;s going beyond <em>DROD<\/em>, even in the first few levels. <a href=\"\/stack\/archives\/5432\">As I noted before, <em>Wonderquest<\/em> had tiles that change your weapon before <em>DROD<\/em> did<\/a>, something that&#8217;s also true of force arrows that can be disabled like doors. Also, there&#8217;s an element that <em>Wonderquest<\/em> introduces early on, a rolling ball that moves every turn in the same direction, unless stopped by a wall or redirected by a force arrow, potentially pushing crates or crushing monsters as it rolls, or activating orbs and pressure plates. This gets used a lot, sometimes in large quantities. There are rooms dominated by the balls bouncing around, a flurry of mechanical activity that ignores the player. Balls in isolated tracks are the main thing powering things like time limits and cyclical door-opening. One level in <em>TSS<\/em> had something similar to balls, rodent monsters called &#8220;lemmings&#8221; (presumably inspired by the game <em>Lemmings<\/em>) that move forward, ignoring the player, destroying everything destroyable in their path, but they were never as ubiquitous as the balls are here, or used with such versatility.<\/p>\n<p>As I write this, I&#8217;ve reached a level with giant butterflies that move in knight&#8217;s-moves, an idea found nowhere in <em>DROD<\/em> &#8212; probably because there isn&#8217;t a lot you can do with it, puzzle-wise. But <em>Wonderquest<\/em> has lower standards for its puzzles, and is content with providing multiple rooms where you&#8217;re simply mobbed by a swarm of the things.<\/p>\n<p>I know there&#8217;s a great deal more to come. I&#8217;ve played a few levels further than this, years ago, and remember some additional characters, with unique abilities. Also, the main UI has spots for a resource-gathering mechanic that I never played far enough to see. I hope to see it this time around.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>It&#8217;s taken me a while to admit this, but I think that I&#8217;m going to have to do something I&#8217;ve never done before: shelve a main-line DROD title while it&#8217;s still incomplete. Oh, I&#8217;ll get back to it. But for now, I&#8217;m playing other things, including one thing that I had previously intended to start [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[92,594,595],"class_list":["post-5501","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-drod","tag-drod-the-second-sky","tag-wonderquest"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/5501","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=5501"}],"version-history":[{"count":5,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/5501\/revisions"}],"predecessor-version":[{"id":5916,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/5501\/revisions\/5916"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=5501"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=5501"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=5501"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}