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#121
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Hey guys - just been reading some of the back and forth regarding criticisms of the game, compliments given to the game, the developer (me) needing to grow a thicker skin(?)
![]() To be honest, I'm extremely happy that the game is getting this level of feedback, whether it's positive or negative. I plan on dedicating a LOT of time to building future RPGs of this sort, and knowing what people liked, and what they disliked, is absolutely critical to getting the formula just right. I've actually started work on the next game completely fuelled by the comments that have been popping up in this forum post, (and despite the fact that I'd promised myself I'd take a couple of weeks off to play Rage), and I know that the criticisms in particular are going to make the new game 10x better than it would have been without this level of feedback. The scope of it is already well beyond anything I'd previously thought myself capable of. Building something like this is extremely difficult, and getting it to a point where EVERYONE loves it is almost impossible. Of course, moving forward, that's always the goal, so fingers crossed I can achieve it at some point. In the meantime, I absolutely stand by Descend. It's a game with some very interesting "inherent subtlety" that just worked its way in during development, entirely without my input. Even with the need to play-test out of the way, I've still jumped in a couple of times this week to wander the halls and kill a few folk, and felt totally satisfied with the experience. On another topic, this process has really shown me the benefit of getting into these forums and getting players to shape the game during development. I'm going to start an "Upcoming" thread much sooner this time around and hopefully get feedback from all you guys on developments as they take place. Maybe in that way I can really build the game that every one of you is going to love - because honestly, that's all I care about doing ![]() Anyway, I'll keep you posted on any further Descend developments. The v1.1 update shouldn't be too far away; Apple seem to be getting stuff through in about 5-6 days at the moment. |
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#122
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#123
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Hello Steve,
I like the game. Once you are honest enough to yourself and tell you mirror image: "This is not Dungeon Master, but this is Descend and it has it's own style", it plays pretty well. And without auto mapping, my brain finally gets something to do again (as for me, I like being challenged this way). Regards Mario |
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#124
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Running away from huge worms even throwing worm rounds at them from the distance, throwing fireballs that got reflected by special teleporters, luring monsters on floor buttons to open a door, that are fond memories. I find nothing of that in this game. I am totally aware that is hard to pull off for a small indie developer, so my hopes are for now on Grimrock, which seems to have quite an experienced team behind it. Last edited by LazyGamer; 10-18-2011 at 02:07 AM.. |
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#125
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But either way the feedback and people being interested in this game is actually very good, a lot of games turn up and then 'disappear' and go onto page 45 of 234234 here ! Its good people are talking about your game and keeping it active. I think many of us 'oldies' just want a classic old Dungeon Master type clone which we're lacking on iOS. So we saw this and thought 'this could be it !' but instead we got a bit 'picky' with random monsters, lack of food etc. It does look a great game and its not your fault and its unfair, just some of us wanted a Dungeon Master clone but instead we should (as the post above says) appreciate this as a new game rather then comparing it all the time. |
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#126
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You have to remember though, that for all intents and purposes the original Dungeon Master was pretty much an indie project to begin with. There was no big dev team nor a major publisher behind it. While I agree that it's not a simple task to live up to an all time classic like Dungeon Master, quality-wise it's not really a question of resources rathen than a question of getting the basic design just right.
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#127
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1. I think it is his own fault as he conjured the Dungeon Master fans himself. 2. It is not like "Hey, I have random encounters instead of monsters roaming the dungeons, it is just different, not worse". Actually making this choice this doesn't really improve the Dungeon Master formula in any way, it just makes it less immersive. It is taking the easy way out when it comes to game design (and even with taking the easy way it doesn't seem to be play tested very well). And that's where Dungeon Master shines. Yep, only a 4 people core team there, but I am sure they had lots people designing and especially testing over and over again, before they released a perfect product. So, yes, Mungeon Daster, to a good degree it is the developer's fault, but on the other side this is the appstore and putting the amount of work (that went into Dungeon Master) into a game as an indie developer to maybe just get overlooked is quite a risk. Grimrock looks quite a lot more sophisticated, but have a look at the people (and probably money) behind that. Last edited by LazyGamer; 10-18-2011 at 05:16 AM.. |
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#128
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Also bear in mind that those videos and screenshots of Grimrock are coming from a high-end PC, not from a game designed to run on a lowly iPhone 3GS.
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#129
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Hey guys - just letting you know that the v1.1 update has just been pushed to the App Store so you should see the update available on your devices at some point in the next few hours (depending on where you are).
As mentioned before, v1.1 adds additional food to most levels and also slightly reduces the rate at which the characters burn their energy. The changes haven't made the game "easy" - you will still need to strategize about when you should consume your food, but hopefully it will be a bit more forgiving now for those that were struggling. Please provide feedback and if necessary I'll revisit the balance again in further updates. |
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#130
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thanks! i've made it to the fourth chapter, how many are there? hopefully with more food i can make it to the end.
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