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THE RISE OF THE COMPLETE HEAL AFTER EVERY BATTLE GAME

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LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Wine & Roses is a game that has a dungeon, but no, that does not make it a dungeon crawler. The way you explore in Wine & Roses has more in common with Castlevania or Dark Souls than it does with dungeon crawlers.

Dungeon crawlers you might have played include:
- Etrian Odyssey
- Chocobo's Mysterious Dungeon
- Other games in the Mysterious Dungeon series
- Ergheiz
- Shin Megami Tensei: Strange Journey
- Recettear, arguably? (You can beat this game without ever entering the dungeon)
- The Ancient Cave in Lufia 2
- The 100 floor optional dungeon in Wild ARMs: Alter Code F

They are games about getting as far as you can in a dungeon before your luck and supplies run out, escaping back to town with what loot you amassed, healing and restocking, and then trying again and attempting to get farther. The increasing danger as you run out of supplies while staying in the dungeon for longer and longer until you're forced to escape is literally the defining feature of the sub-genre (when compared to other types of RPGs). There are lots of games that have that kind of gameplay, like Dragon Warrior, but a dungeon crawler is about that kind of gameplay.

Although sometimes it's done other ways, you'll usually find that the game consists of one giant dungeon that is separated into floors or stratums so that the player can get a clear sense of how much progress they're making. This creates a very linear path of progression in the game - the choices you make are mostly about how you approach the dungeon, not about where you go. Typically dungeon crawlers have shortcuts you can unlock along the way so that you aren't starting from the beginning each time.
Craze
why would i heal when i could equip a morningstar
15170
wine & roses was based on megaman so no, not a dungeon crawler. see above posts

a dungeon crawler with full heals could work though, if the full heals ate up a Food Unit or something. buuut then it's still resource management now isn't it ;V
Equipment could be a limiting factor as well. Lets say gear loses durability when characters die or battles take very long. It only needs once factor that keeps the player from staying in there forever.
Yea, THAT sort of dungeon. I think Tactics Ogre (you may not have played it, it was sequel to Ogre Battle) had a 100 floor dungeon near the end. Final Fantasy Tactics also had some crazy long sidequests that led to some serious loot.

Even though those two games have restore after battle, the "battles" were entire maps of enemies, and the were other limiters. Such as not being able to save until you left, and having battles hard enough that you invariably spent resources. Or screwed up and lost a permanent character.
Craze
why would i heal when i could equip a morningstar
15170
can bulmabriefs get an achievement for driving four+ pages of a gam mak topic to be entirely centered around his/her/whatever's preference toward traditional dungeon crawling

i still don't see why this had to continue for so fucking long, especially when it was a battle of blind devout preference vs. people trying to discuss a thing
Rhyme
Tear Harvester Rhyme
7582
author=Craze
can bulmabriefs get an achievement for driving four+ pages of a gam mak topic to be entirely centered around his/her/whatever's preference toward traditional dungeon crawling

i still don't see why this had to continue for so fucking long, especially when it was a battle of blind devout preference vs. people trying to discuss a thing

At least you'll be completely healed after this.
author=bulmabriefs144
ugh


You know... it's almost like they designed the game AROUND THE FUCKING BATTLES!!!


ugh


Anyway, I actually view Dungeon Crawlers as challenges in conservation. Battles optional. As long as there's a challenge and conserving a resource of some kind is part of the gameplay (and yes, there's a dungeon ;p ) it counts.

A dungeon full of puzzles that you have to work through with x amount of 'Skip' coins? Dungeon Crawler in my book.
slash
APATHY IS FOR COWARDS
4158
author=Rhyme
At least you'll be completely healed after this.

lol


Y'know, you probably could make a "dungeon crawler" within a Heal-After-Battle system, if you had, like, 60 minutes to complete all of the battles within the dungeon and defeat the boss. There's no risk from each individual battle except for the time it takes, so if you have to keep retrying, you risk running out of time. You'd probably have to randomize the dungeon and fights each time so the player couldn't memorize each fight.

(I have no idea if a game like that would work or even be remotely fun, but, dungeons!)

And yea, I totally agree that "dungeon" is really about the feeling of struggling through a tough area! Fights or puzzles or anything that adds to that feeling of struggle and attrition works :)

author=Craze
can bulmabriefs get an achievement for driving four+ pages of a gam mak topic to be entirely centered around his/her/whatever's preference toward traditional dungeon crawling

i still don't see why this had to continue for so fucking long, especially when it was a battle of blind devout preference vs. people trying to discuss a thing


Because of the way I think. Contrary to popular belief, I honestly don't care about proving my theory right.

The point for debate for most people: To persuade one's theory, to prove other people wrong.
The point of debate for me: To defend my own opinion.

If you guys wanna play Heal After Battle, sure fine. But I personally hate them.

That said, any good ideas are good. I like timed dungeons.
author=Liberty
Quite well, actually. Instead of battles, the idea is to collect treasures. You do have item management because you need to use them to progress and collect the treasures. It's more puzzle-element but you make choices that affect your standing with the other characters in there and there can be altercations (though not battles). You get skills that you can use to find areas (like Earth scrolls which knock down weak walls - though you can just choose to knock the wall down with pure strength if you've enough) and you do have Health and Magic that depletes depending on your actions but you're not fighting monsters.

Dungeon, if you're curious. It's on the site. (And not long since it's still in demo form.)


Ooooh, so a puzzle crawler! Yeah, that actually does sound kinda neat!

Now I'm tempted to look into it!
A Heal After Battle system could be used in a dungeon crawler if, say, the game tracked total health lost and applied some sort of injury/stamina penalties for characters that took too much.

So, while the player still had full use of the characters for any one battle, they'd have to decide whether to press on and risk Strongarm McSwordguy being out of commission during the next dungeon or if turning back and resting is worth another crawl.

Such a system would have to have something to do between dungeons, so as not to hold up the game if a player really messed up. Or have enough characters to cover the occasional mistake.
author=MechanicalPen
A Heal After Battle system could be used in a dungeon crawler if, say, the game tracked total health lost and applied some sort of injury/stamina penalties for characters that took too much.

So, while the player still had full use of the characters for any one battle, they'd have to decide whether to press on and risk Strongarm McSwordguy being out of commission during the next dungeon or if turning back and resting is worth another crawl.

Such a system would have to have something to do between dungeons, so as not to hold up the game if a player really messed up. Or have enough characters to cover the occasional mistake.

You could also do what some RPGs do for inns, make a hp/mp restore event but don't bother with status. In this way, you have to expend resources to heal poison, because it gives you a disadvantage in the next battle, and you really need to heal KO, because there isn't revival. If part of your party got wiped out, it leaves a dent in party effectiveness. Basically then, most potions are status related since you probably don't need conventional healing potions outside of battle.

This is also easier than tracking who has taken the most damage (it would almost always be your tank).
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