mtarini
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« Reply #2 on: May 21, 2015, 06:46:30 AM » |
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Apologies for double posting, and apologies for bumping (no pun intended) the thread, but, after almost 1/2 a year, I've got a little confession to make:
I. Have. Never. Stopped. Playing. This. All along.
Once every while, but (I think) invariably at least multiple times a week, I have a little go.
IT IS VERY FUN TO PLAY. ADDICTIVE. Don't drop this. It is game-mechanics gold. And pleeeease don't ever remove it from the web!
Very fun and unexpectedly complex strategies. SUPER FUN. It just never gets old. Apart from my old suggestions above, I've a few new ones, both about the mechanics and the graphic coating:
Suggestions for mechanisms:
(1) I think it might be worth testing this: when the player fails to score an hit this round, half the multipliative bonus (rounding down) instead of dropping it to x1 in one go, like now. E.g. you go from x10 to x5 to x2 to x1. It is still a very steep fall, but currently it is a little too harsh to nullify a spree so completely and immediately.
(2) you know the toughest enemy, the one with the pointy bits and the protective shield? Reward the player if he can manage to kill all of it within a *single* killing spree. That is, if the player removes the shield and then kills it without ever incurring in a non-hitting move in between. Reason: it is very difficult to do that (but, possible), and when you manage, it is spectacular thing which gives great satisfaction; so it should probably be rewared. How to: when the shield is destroyed, a gem appears on the enemy. As soon as the player makes a non-hitting move, the gem breaks and disappears.
(3) when you kill enemy by bombs, increase the score multiplier by an additional +1 for each enemy killed. Reason: killing enemies with bombs is a fun, difficult and satisfying thing to do, requiring a certain amount of luck / skill / planning. However, often , it currently is counter-productive to do so.
Suggestions for graphics:
The puzzle aspects of this game are already predominant (with respect to the rogue-like aspects). So I think it would cool to increase its rogue-likeness in the graphical coating. Currently it looks-and-feels too much you are in like some giant cell or something.
Here's what I had in mind:
* repaint the Gem Wall icons with (closed) Treasure Chest icons. So it would be fitting and justified that is it so valuable. Small animations of it opening and revealing a gem inside when bumped. Makes the map very dungeon-esque and RPG-ish.
* rename the bonus multiplier as "EXP". E.g.: "EXP: x6". It would be fitting that it increases by killing things.
* repaint blob monsters (the stupid ones) as "rats". Making 4 images for them, one for each possible facing (views from front, back, left side, right side). I.e. pseudo-isometric, not just from above.
* repaint big-head monsters (the simple, seeking ones) as icons a bit in the style of the hero's, but goblin-esque (and no weapon). No facing (except from left-right mirroring, just like the hero).
* repaint the pointy monsters as icons of a "orc" equipped with a big frontal shield and spear. Four facings, pseudo isometric -- see "rates" above.
* as for their armoured version: it would be cool to just give them one-hit helmets like the hero, but I dunno how to justify that they are "blunt" when they have the helmet on (no hitting power). So, maybe, magic shield aura around them like now is fine. Or maybe when they have the helmet on they only bash with the shield, and when they lose the helmet the take the spear out.
* not sure what to make of the bombs. Maybe leave them as they are, maybe turn them into braziers?
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