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1075886 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 12:57:14 PM
TIGSource ForumsFeedbackPlaytestingNeedless Quest - Minimalist mobile Roguelike (webplayer test!)
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Author Topic: Needless Quest - Minimalist mobile Roguelike (webplayer test!)  (Read 1561 times)
returnONE
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« Reply #20 on: May 21, 2014, 02:29:36 PM »

One thing I noticed when playing before, that I forgot to mention, was that I kept picking up equipment I already had. Is there any point to that? Maybe it could be automatically sold for gold? It would be nice if it didn't happen so often, though.

That is also a topic to be decided. We have some things in mind like giving an amount of gold for duplicated equipment or an equipment upgrade that requires two or more of the same.

So it seems that most people had difficulty figuring the stair choice out, but I had no difficulty because I've basically played this exact game before except this seems to take all of the strategy out of it. It's called Ernesto.

Hey Beanallean,
Thanks for the feedback.

Ernesto was a game that I was aware of, but I have to disagree. Despite the stairs choice, what makes it a copy, like you just said above? Ernesto is about getting the most of the floor to make your character evolve and rewinding if needed, and needless quest doesn't have character leveling or time rewinding.

The weird high chance of the stairs to be next to each other is really an issue and that is on our list to be fixed. It happens more often than it should.

I don't know how much of this demo you have played, but the tutorial, the first item equipped, and the first floors (until 6~8) after that are really meant to be easily played because I believe that is where players with less experience than us are still learning. If you haven't got past that you should totally give it another try!
I also like how the Slingshot and the Loose Pants can be used.

For those who have played, is the floors after the 8º also brainless or does it gets a little better?
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Quicksand-S
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« Reply #21 on: May 21, 2014, 02:39:37 PM »

I'd never played Ernesto before today, but it really does seem like an improved version of your game. Both games have you move through a random selection of enemies and pickups, trying to make it to the end without losing all your health. Ernesto makes it surprisingly tense, though, because you can only get hit a few times and might get poisoned or something.

That's not to say that you should try to make it more like Ernesto, though. I actually dislike a few of the things Ernesto does, and I think the ideas you mentioned earlier for Needless Quest will help to separate it from other, similar games and make it more interesting. Your game sounds like it will be more RPG-like, while Ernesto feels almost like a puzzle because every single step needs to be calculated.

As for the later floors, if you put in a level select/skip option for testing purposes, I'll check them out. I'm sick of the tutorial. Actually, is there a way to access the elevator I unlocked before without finishing the tutorial again? It seems like maybe the web player is missing some functionality that would all me to swipe to other "pages" from the title screen.


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returnONE
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« Reply #22 on: May 22, 2014, 09:02:20 AM »

That's not to say that you should try to make it more like Ernesto, though. I actually dislike a few of the things Ernesto does, and I think the ideas you mentioned earlier for Needless Quest will help to separate it from other, similar games and make it more interesting. Your game sounds like it will be more RPG-like, while Ernesto feels almost like a puzzle because every single step needs to be calculated.

Yes, Ernesto is really more puzzle while we are more rpg-like.

We'll be working on a build now for something like one month to make a bigger demo and test it on kongreagete and portals like that. We expect to introduce that gameplay variation and make sure every player will be able to understand every detail.

I'm still open for any feedback and I'll be on this thread every day.
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