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#91
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Got this game by one of the codes from your Facebook page. Very nice graphics, great gameplay. Was gonna say - great level design, but seriously, two beam turrets one after another?! That's just ffffffff...
The second time you meet the turret was bad enough (died at least 10 times there) and there was a save point near it. |
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#92
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I've had this sitting in my home page for some time unplayed because the basic animations turned me right off the game.
I'm going to give the game a proper chance now though as I've heard favourable impressions from other forum goers. |
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#93
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Looking forward to really getting into this now. Thanks |
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#94
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Got through the room with two beam cannons. It actually turned out to be easier than the second one. Afterwards it was a nice ride with a manageable difficulty curve.
Really liked the final boss, it was challenging, but not frustratingly so. By the way, can you improve the map a bit? It would be useful seeing the locations of all the save rooms, as well as the colors of the doors you haven't opened yet. Overall, great game. Can't wait for the next episode. Good luck guys! |
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#95
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That second one went through a lot of iterations, ranging from impossible to ridiculously simple (at one point you could kill him with just the attack and jump button). The final setup was perhaps a little trickier than planned but we decided a little too tricky was better than boringly easy. Good to hear about the boss, he was certainly the biggest and most problematic part of the whole episode but I think it was defiantly worth the effort. With the map do you mean seeing the save rooms before you reach them, or just have them a different colour when found? The map is one area I'd definitely like to improve, it just seems to be crying out for pinch + zoom functionality. I'll certainly look into displaying the door colours. |
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#96
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Thanks, this part, I always get to the last part, and fall back down...
It is really annoying.
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#97
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Step1 Step2 Step3 Step4 Step5 Step6 Step7 Step8 Step9 Step10 |
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#98
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Also, perhaps as an addition to the pinch n zoom feature, it would be nice to have an ability to add your own notes to specific rooms, like "a health pack here - need double jump". Finally, just a thought that you may consider while planning the levels in the next episodes. I've found the map difficult to use not so much because of the "no save room-door color markings" thing but because the map itself is shaped as one solid block without any spaces inbetween rooms, corridors and floors. It's hard to separate any specific place I remember and trying to find and get to from all the other rooms and corridors around it. It would probably be easier to show with an example - check out the Castlevania sotn map - there are a lot of black space between corridors and rooms, the rooms themselves are generally organized into loose, memorably shaped clusters connected to each other via clearly identifiable doors, stairs and corridors. That way you can clearly and easily discern where exactly you need to go. Even now you'll probably remember where the harpy-head tower or the flooded basement is. |
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