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1075972 Posts in 44154 Topics- by 36120 Members - Latest Member: crochi

December 29, 2014, 07:50:32 PM
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Pages: 1 ... 91 92 [93] 94 95 ... 108
1841  Player / General / Re: Shit needs to stop, ya'll on: February 09, 2009, 12:46:57 PM
I've started to somehow hate this whole nick, but yeah, changing is bad. BAAAD. I could make a new avatar though. Hmm.
1842  Player / General / Re: AVG's MMF bullshit on: February 09, 2009, 12:45:07 PM
Uh oh, That's terrible. I just put all my MMF 2 folders to exceptions, after reading this.
1843  Developer / Design / Re: Death in Games on: February 09, 2009, 12:33:21 PM
I think games that let you die with no penalty suck.

cough cough Prince of Persia cough. I agree.

The original Prince of Persia had an interesting way to do this.

While it also gives you infinite lives, you only have 60 minutes to complete the game.  Corny Laugh

Yeah, it was coolio.

The worst part of death in Roguelike games is losing all your stuff, bar a small number of items you can save. And when you use them, they become useless in the next dungeon when you find much better items.

This depends very much on what roguelike we're talking about. This losing-everything is most annoying when there's a possibility to loot some unique mega-awesome items, because losing them feels terrible. Actually I think that it's better in roguelikes that you must start all over and lose EVERYTHING, instead of just MOST of them. That way you don't feel like you could've something to save those lost items (except by beating that level 78 red dragon priestess).

I think losing progress isn't that bad, it's IMO better to get transported back to some sort of savepoint/beginning, than to get transported back AND losing some bonus items. Especially losing levels upon death is irritating.
1844  Developer / Design / Re: Death in Games on: February 09, 2009, 09:31:46 AM
I think games that let you die with no penalty suck.

cough cough Prince of Persia cough. I agree.
1845  Feedback / DevLogs / Re: Polychromatoma [demo] on: February 08, 2009, 08:30:05 AM
I find most of them annoying, because I know there's nothing I get from beating them. Especially the Knytt Stories torture levels fall under this category, at it's best there can only be some screens with text in the end. IWBTG keeps me playing, because there're cool bosses/funny things among the frustrating instakills.

Spelunky definitely doesn't belong to this class, it's way too forgiving (and easy if I may say). I wouldn't count even Nikujin into this category, because you can (theoretically) beat the whole game without ever playing any of it's levels if you just know the different moves you can perform. Nikujin isn't really about instakills, more like just plain hardness, and after some point, not even that.

For me, another thing that matters is that how clever and funny the traps/instakilling things are. Yet again this makes KS annoying: no matter what level you're playing, there's no possibility that you'd meet a new way of dying or something like that; there're just those same enemies. IWBTG is fun (well, not maybe fun, but something to that direction) because sometimes you die in such a way that makes you smile (for example some moves performed by the Street Fighter Kraid).

EDIT: And oh, I'll download the game when I get home. The topic was just too good :D
1846  Developer / Design / Re: Game Endings on: February 08, 2009, 08:19:18 AM
I like games that end with the "cast" of enemies.

YES! YES!

That's yet another reason why I love Super Mario World. :D
1847  Developer / Design / Re: Game Endings on: February 07, 2009, 12:14:36 PM
What parts of endings are we discussing here? Like ending cutscenes, or maybe some final moments before the end? If it is the second option, I must say that Super Metroid had quite a cool one: a nice hectic escape, with a possibility for a secret bonus. Also nice exploding planet.
1848  Developer / Creative / Re: So what are you working on? on: February 07, 2009, 07:39:10 AM
I just spent a couple of days making a "mini" game for a competition over on TDC. It's about helping a Basset hound out of an old house, nothing too original but I had fun making it  Smiley




Looks awesome, Adam! I'll check that one out.
1849  Developer / Design / Re: Gates which Torture the Player on: February 07, 2009, 07:31:10 AM
I have noticed that this torture is easier to be handled when you know that it will be there. Like, when I first played IWBTG, I thought 'bad graphics, buggy gameplay, ANNOYING. Bleh', but when I checked what some other people said about it and how it was meant to be a game of torture, it felt suddenly better (though this may also have something to do with the truth that I saw some of the bosses in some videos; they're hilarious).

I don't by myself believe in torture, "frustration" would be a better description IMO :D
1850  Developer / Art / Re: Stache or No Stache? on: February 04, 2009, 05:42:45 AM
I'd say that make the border some other colour than black. Now it looks like there's a chunk of green -stuff- in the tree :D

I like the guy, by the way. Nice running.
1851  Developer / Art / Re: TIGSource: Renditions! (current subject: MEGAMAN!) on: February 03, 2009, 09:18:35 AM
1852  Player / General / Re: Online pen and paper RPG? on: February 03, 2009, 09:16:41 AM
Saturday sounds fine for me, though 16:00 might be the best for me.
1853  Feedback / DevLogs / Re: Mockups for a game? on: February 03, 2009, 09:03:40 AM
t's nothing. Nothing. NothingScreamy

I CAN'T UNSEE IT. Well, hello there!
What's with all the different colour schemes? Smiley
1854  Player / General / Re: Spambot fishing thread on: February 03, 2009, 09:02:04 AM
NEED HARDCORE CAT FUCKING OLD WOMAN HIRING SUPER ASSASIN HITMAN

Haha! That is so PENIS ENLARGEMENT PILLS VI4GRA DATE FINDER JAPANESE SCHOOLGIRLS SPELUNKY PROTAGONIST NAKED HITMAN SCENE
1855  Player / General / Re: Online pen and paper RPG? on: February 02, 2009, 11:43:02 AM
2 AM is pretty early, yeah. I guess there isn't a time that would be perfect to everyone. I'm pretty much free every day from today to next sunday. Especially Friday would be excellent for me.

...I supposed that Otaku42's comment meant I could join in. Blame me if not Grin
1856  Feedback / DevLogs / Re: The house near the lake I never knew. (devthred) on: February 02, 2009, 11:37:01 AM
Looks superb! Though it's a bit weird that the - What they are called - Horizontal things in the ladders aren't the same distance from each other. (Uh oh, that was grammatically SO wrong. Blame me.)
1857  Developer / Art / Re: What is Bothering Carl? on: February 01, 2009, 01:44:48 AM
I love the animation! Very well made. The vocalist in the actual song is though... well... not so good. I'm sorry Sad
1858  Player / General / Re: Online pen and paper RPG? on: January 31, 2009, 01:07:16 PM
Is it still possible to join? I've always loved PARPS, but they're considered rather nerdy here.
1859  Feedback / DevLogs / Re: Mockups for a game? on: January 30, 2009, 10:19:57 AM
The idea sounds cool, but I'd say not to make this like an ordinary platformer, with all those collectables, it would be a waste of the nice theme. Instead, how about you must find open fires to recover your head fire? Or maybe you should burn some trees to recover your head-flame? Or you should avoid oil, because it would burn your body, too?
1860  Player / General / Re: Human Hugs on: January 29, 2009, 12:18:03 PM
Hugs to everyone participating the Big Game Noir Compo at Poppenkast!
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