So, I noticed this again, and gave it a try. I had Java this time, so it worked!
I went to the slums, some lowlives got up in my face (apparently) and then beat me up. So I ran away, licked my wounds, loaded up on painkillers and bandages, bought weapons and armor, marched back...
and proceeded to die in one punch.
I... I thought the bandages and painkillers would heal me...
Mwahahahaha! Just as planned!
Seriously, though, you can check your status through the party menu. Also, you need to take a lot of painkillers and bandages. Or just rest at the tavern a lot.
Or you could just not take on a bunch of lowlives alone. But that wouldn't be fun in the Dwarf Fortress sense of the word. Also, one of them may have spawned with the maximum possible challenge rating. It's rare but it could happen. Mmmmmyes.
Well, I had a buddy, and we both ate painkillers and used bandages until we were just using them for looks/the feeling, so I figured I was topped off (although my status was "Rocked", so maybe there is 'unhealable damage')
But man they punched me so hard I died in one hit through plate armor.
Would Escalated Strange be a 1 then? Or is this a weird scale?
Escalated Strange would be a 1 (which is not to say it's a bad name, I just think Ghostpunk is a whole lot better)
Honestly of all the names you listed the Top Two are Ghostpunk and Ginger Ale. The rest are either pretentious or silly with no balance. Ghostpunk and Ginger Ale hit the nail on the head (although I like Ginger Ale mostly because it's a whacky non-sequitur but also sounds/looks like it fits)
Yea, you just let the enemies/world also modify itself. Either have molemen drilling around ruining your domes or maybe every once in a while throw an earthquake that topples you poorly constructed domes/walls.
(Nah but I quit when I didn't think I could do anything to make the gameplay actually fun beyond shovin that sucka out the ring with PUNCHES+DASHES. Yours look fun just by virtue of graphics+big whacky bouncing, though. Good luck!)
Exception in thread "main" java.lang.UnsupportedClassVersionError: patrickwong/unmapped/UnmappedMain : Unsupported major.minor version 51.0 at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631) at java.lang.ClassLoader.defineClass(ClassLoader.java:615) at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141) at java.net.URLClassLoader.defineClass(URLClassLoader.java:283) at java.net.URLClassLoader.access$000(URLClassLoader.java:58) at java.net.URLClassLoader$1.run(URLClassLoader.java:197) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:190) at java.lang.ClassLoader.loadClass(ClassLoader.java:306) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301) at java.lang.ClassLoader.loadClass(ClassLoader.java:247) logout
Now, I think the problem is on my end, but I'm not too sure what's wrong? I may not have the proper version of Java installed?
0)eat a transient curse 1) sprint straight down a hallway, ignore all ghosts 2) turn around, all the ghosts will be in the hallway, following you 3) run into group of ghosts, use the cool running spin move of the black knight sword 4) collect souls+transient curses+ghost daggers
you can also use steps 2+3 on those fat things in Izalith (unless they start breathing fire and then u die, nerd)
Things like that just accumulate. If you think it is great you haven't seen a good game yet.
Please, name some good games for me. Your standards make me think TrapThem is going to be one of the few.
I'd do a point-by-point analysis of your post but that's sloppy+dum so I'm just going to say: allowing for mistakes is not poor design. Demanding a player to be 100% able in the mechanics of the game just alienates potential players needlessly. That's a weird criticism "oh I can make a mistake and still win BAD GAME DESIGN"
edit: I just realized that several of the bosses are intended (or at least, I believe they were intended) to be beaten "cheaply". Don't know how far you are, but Ceaseless Discharge is meant to be lead off of a cliff instead of directly fought and Ornstein and Smough usually need some fancy maneuvering around pillars to separate them from eachother. Allowing/encouraging players to exploit knowledge of game mechanics to make fights easier != bad game design in my mind(although CD doesn't quite count as it is specifically scripted to be beaten that way) Also, Sif becomes much easier if you stay under his legs, too close for his attacks to hit. It makes sense, and it allows a clever player to fight the boss on EZ mode.
And I think the bit you're referring to with the "keeper in the ghost-mansion" is GOOD design. It encourages exploration. Why do you need indication that there is a guy? You should be looking around and finding out the MYSTERIES of the ghost-mansion. You should find him naturally w/o an NPC telling you "seek the guy with the key to progress to level 5!". If you DON'T find him naturally, then you just explore more (the idea behind the game) and then you find him! Naturally! through exploring! Which the game wants you to do! The game design has lead to the intent of the game being fulfilled!
PS: what is stopping you from using a pen and paper to make notes? It is literally the same thing only one is much easier to look at considering the inability to pause (the easier thing is the pen and paper)