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#21
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#22
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Thanks for the impressions SQ0.
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#23
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I see that aspect of Descend almost in the same light as ammo in the Resident Evil series - it's all about knowing WHEN you should use something. I definitely wouldn't remove the hunger element - it's quite a nice mechanic once you figure out exactly how you should be conserving food - eating only when it will also benefit your health, resting only when you're right on the verge of starving so as not to "waste" your nourishment level. I like that there's some debate already going on here. It will be interesting to see how people's opinions change (or stay the same!) as they get deeper into the game. |
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#24
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#25
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![]() The random encounters were put in place for very specific reasons - mostly due to the level balancing in the game, but also for overall performance and game flow. I think it's absolutely the right decision in this case and works very well for this type of mobile game. The game was never billed as "Western", "Eastern", "Northern", or "Southern" - and I'm not even sure what an "Asian-style RPG" is. Descend is a first-person, turn-based, grid-based RPG. Nothing more, nothing less ![]() Admittedly, I guess it really does mix inspiration from all sorts of sources, but I think the big picture is what matters. Some people will love it, some people will hate it. Hopefully more of the former, and less of the later!
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#26
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i just got squashed by the minotaur. fun game!
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#27
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Yes, it's my forte. Just ask around.
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Perhaps I will still pick the game up regardless and see if I am able to enjoy it for what it is. |
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#28
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For me, the thing I loved most about those old games was the movement system; the hard 90 degree turns, the six-button controls, moving forward and back a tile at a time. That's really the main thing that I was hoping to bring back - especially given how perfect that format is for a touch-screen device where (if you're anything like me) trying to control full 360 degree movement with those silly on-screen joysticks is just frustrating. Moving forward, I'm going to focus on in-game encounters to try and make everyone completely happy with the outcome. But - like I said - I honestly think the random encounters "feel" right in Descend. If I'd been put off by them, I would have ripped them out and gone with another setup, but I've never doubted that they were the right choice in this case. I appreciate the opinions though - this is a learning process for me too, and the next game will be better for all of the feedback (good and bad) that Descend receives. |
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#29
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People expected more like EoB or DM or something similar. But I am alarmed by the comparison with "rogue" which is not what I expect from this one. I played Wizardry and like I say before, I am fine with random encounters.
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#30
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Awww what a shame.as soon as i read random encounters my interest waned. Thought it was going be like Dungeon Master where you could see the monsters around the dungeon.
Will wait for Grimrock with higher hopes. Good luck with your next game Geppetto. Last edited by roorooroo; 10-13-2011 at 02:46 AM.. |
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