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381
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Feedback / DevLogs / Re: Environmental Station Alpha
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on: February 07, 2012, 05:57:34 PM
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I was rolling around with the iron boots because it looked really silly how link uses the normal roll animation but barely moves. Then a slime popped out of the ground and I was like "I'm gonna roll into that slime." I did, and it died. It had me laughing for like a minute straight. Back on topic: Upgrades to your existing items is a good way to make "keys" not feel like one-use items. Like an upgrade that lets your grappling hook connect to surfaces that it couldn't before. It's just a key to any areas with those surfaces, but it doesn't fell like it because you use it all the time. Also, upgrades don't clutter up your inventory/inputs. OOT longshot is a good example of this. Not all upgrades have to keys either, they can be two items put together to save space and stop redundancy. The Hook Beetle from Skyward sword is a great example of this. The dual clawshots are kinda half this and half 'key-like'. And don't use collectibles that do nothing for 100%. You should make them health/ammo increases or something similar. They act as 100% fodder and aren't super useful individually, but when a player sees one he'll go "Hey, I want to get that." Also, since they're just 100% fodder make them really small. Notice how for Zelda games they give you full heart containers for beating bosses but just pieces of heart for exploring and collecting extra items.
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383
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Feedback / DevLogs / Re: Environmental Station Alpha
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on: February 07, 2012, 10:51:04 AM
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I think powerups that aren't that useful can still be good if you make them cool enough in the part where you do use them. The spinner from TP was one of my favourite items, because it was so fun to use. That one big room in the sand dungeon that had a whole bunch of spinner rails was my favourite part of the game.
Also, making non fighting items able to damage enemies in a very difficult to use way is fun too. Talking about TP again, if you equipped the iron boots and rolled into an enemy, you would kill it. I had beaten the game long before I even realized that was possible.
And make any one-use items still usable in other areas, even if they suck. (eg. not the dominion rod.)
I need to stop talking about Twilight Princess.
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385
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Feedback / Finished / Re: Red Rogue
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on: February 05, 2012, 03:40:18 PM
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Sounds pretty useful, although I don't really tend to throw runes.
Also, throwing a rune at an enemy doesn't identify them anymore. (This was the main reason I threw runes before.)
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387
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Feedback / Finished / Re: Probability 0 FLASH is BACK!
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on: February 05, 2012, 01:12:12 PM
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I'm usually 3 by that point. If I'm lucky I'll be at 4, if I'm unlucky I'll be at 2. (Also to make sure were on the same page I'm going by points earned so I'm counting the start as 0)
Also sometimes I'll spend my third point on rank up.
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388
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Feedback / Finished / Re: Red Rogue
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on: February 05, 2012, 01:08:17 PM
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You could have an action to equip the first throwing item in your inventory. Then you could just press 3 keys to equip, throw, equip your previous item. You could have an "equip+throw" action in the item menu. You could have the item you try to throw become equipped if you try to thorw it and it turns out to be cursed.
Also you can throw cursed items right now. I assume that's unintentional due to your concern for cursed throwing items.
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389
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Feedback / Finished / Re: Probability 0 FLASH is BACK!
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on: February 05, 2012, 11:51:20 AM
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The reason I don't want 1 is that whenever I have bad luck killing enemies in the beginning of the game, I'll only be level 2 and have no chance of killing the boss. Maybe delay the boss until you earn 3 points? Or at least make him take longer.
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390
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Feedback / Finished / Re: Probability 0 FLASH is BACK!
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on: February 05, 2012, 02:45:44 AM
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The whole blargle thing was there to show that it was based off of craziness.
Well actually the thought process started with how to go with options B or C but eliminate the boss leaving just before it dies downside. Then I got a bit excited.
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391
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Feedback / Finished / Re: Probability 0 FLASH is BACK!
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on: February 05, 2012, 01:46:03 AM
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What about 2 and 3 together? They stop forcing themselves on-screen after a fixed time limit.
WAIT NO! Option 3, but about 10 seconds after they leave they come back with the same health as before but they are ANGRY!!1! faster. And they don't leave a second time. You're all like "Phew, I'm safe." but then the boss is all like "NOPE, YOUR DEAD" and then you are all like "That's the wrong yo" but you don't finish your sentence because the boss kills you and then mokesmoe is all like "BLARGLE BLAGLE BLURGLE DURGLE" and then I forgot what I was talking about.
Also I'd rather get a pdf manual instead of waiting for one to come in the mail.
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392
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Feedback / DevLogs / Re: Piq
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on: February 03, 2012, 09:50:21 AM
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 i was kind of bored so i made this. hope you dont mind.  Looks great, I love the blur effect.
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394
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Feedback / Finished / Re: Red Rogue
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on: January 31, 2012, 06:27:27 AM
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I know debug bugs don't matter, but polymorph totally is allowed on the surface. Faces aren't though.
Now here'd a fun story:
I just started up a game, went to the surface, and debugged myself a polymorph rune.(turns out is was a leech rune makes a it more sense) I fed it to the minion, and he appeared to equip a leech. I went into my menu and I had a rune of ?. I fed that to the minion and he unequipped the leech. Back in the menu, I now had a rune of leech. Ate it myself, and I equipped the leech. Went into the menu, and it was now a cursed leech weapon.
Now that I realize it was a leech rune, it appears that the leech rune acts like the leech weapon.
Polymorphing on the surface doesn't seem to break anything anymore.
Some more silliness that doesn't count as a real bug because it was probably caused by the previous bugs, but still might be entertaining: I went down stairs with my minion looking like me and both of us equipping glitched leeches. The polymorph didn't wear off like normal. When I tried to back upstairs the screen got all glitchy showing the level scrolled down and to the left with the unexplored parts rendered without borders. I tried to take a screenshot, but the act of using a menu command advanced the game by a frame, which removed the glitchy screen and showed me on the surface, game still frozen.
I noticed that the game advances by a frame when executing any menu command, even if the game froze and won't do anything normally. This doesn't help much as you can't input any keypresses due to being into the menu, and it can mess up screenshots. (as mentioned above.) Might want to remove/fix this.
EDIT: And cursed items can be removed by just equipping another item.
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395
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Feedback / DevLogs / Re: Piq
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on: January 31, 2012, 05:08:56 AM
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Why avoid the Fez comparisons? They'll help publicity.
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396
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Feedback / Finished / Re: Red Rogue
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on: January 31, 2012, 05:06:43 AM
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Going to the surface resets any race changes, although I think this is intentional. Changing race while already on the surface however breaks the game. (Also your minion stays black and white when changed into the rogue on the surface)
Okay, well I tried it again and it doesn't break it anymore and I haven't even refreshed the page. This is weird.
Also you should make the bomb a melee weapon as well as a throwing one and have it blow up in your face when attacking someone. Maybe you could make any enchantments on it be amplified due to is (presumably) one-use nature?
Also I just realized that my throwing weapons with different enchantments plan will be overshadowed by the chaos wand. Although I guess enchanting a bunch of throwables will be easier than finding a chaos wand I guess. And the special abilities of some of the throwables would be useful. Will the lightning's quickening be affected by it's enchantments?
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397
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Feedback / Finished / Re: Red Rogue
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on: January 31, 2012, 04:19:23 AM
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Indifference crumbling breaks the menu. Looking at the lore for any armour breaks it too.
An identified ' ' doesn't show the name it's given.
Also could I have a throw command in the throwable weapon's menu so I can throw it without equipping it?
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398
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Feedback / Finished / Re: Red Rogue
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on: January 31, 2012, 03:44:40 AM
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I always end up dying not from getting ambushed or overwelmed or from running out of supplies, but just from not realizing that I'm low on health.
The health bar is just so small, grey, and far away form the action that I don't really notice it.
Could you add some sort of indicator that you are close to death? Preferably not beeping, but like maybe turn the health bar red or something?
EDIT: and for lore, could you let the player hit right one more time to just bring the lore into the middle of the screen? They can then hit left again to get back to selecting the entry. You could have taller lore screens that scroll down this way too.
Also, the dogmatic mode option seems to be reversed.
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