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Progress on Version 1.3

So, as of the typing of this, I have completely redesigned/redrew the game's maps- one that is more puzzle biased as opposed to using the battle system. I've also downsized the amount of boss encounters in favor of more unique types of enemies- as personally it wasn't as polished as I'd like it. This also should solve some of the main game play kinks you guys might not be such fans of. As much as I love difficulty levels being really high, I tried to steer more towards easy peasy land this time. So balance, maybe achieved!?

This means that once eventing and prelim bug testing is done, I shall roll it out.

Also, some minor story changes/endings will be included as well as battle fixes I've been talking about. Now, you have more tools at your disposal to do things with in the game, like single spell shots not dependent on your inventory which are recharged.

Just letting you guys know so that you know it's totally happening, regardless of some of the other projects I plan to release soon popping up!

Posts

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Difficulty isn't really the problem, if you like your games hard, you can make them hard. The problem is only the randomness. Even if you put a monster and give players only a 1% chance to defeat it, it doesn't really increase the difficulty because you still don't need any skill for it. =p
True, I will give you that randomness was the issue here. Either way, I think I've properly toned down the deviations of the damages.
author=RyaReisender
Difficulty isn't really the problem, if you like your games hard, you can make them hard. The problem is only the randomness. Even if you put a monster and give players only a 1% chance to defeat it, it doesn't really increase the difficulty because you still don't need any skill for it. =p


So would basically adding/modifying the game's levels be more acceptable than a complete redraft? I am starting to think maybe if I tweaked the levels enemy's and added in the new system changes along with the extra story bits I had planned it would be better. I am just being cautious in asking because I don't want to mess up the vibe I have for this game, since for me changing the locations like I did really changes it into something different.
I'm fine with anything. I mean how the levels are designed isn't really too much the issue, but rather that there is no challenge in avoiding the monsters. Either they are in the way or not, but hardly anything like "If you figure out their movement pattern and got a perfect reaction you can get through unharmed".
Design the levels how you personally want, but make sure that YOU can clear the game without dieing while keeping the high difficulty at the same time. If you die in your own game despite knowing all the monster patterns then there must be something wrong with it. But a high difficulty is always good and if you personally like high difficulties there is no reason to get away from it.
Any progress on this? One of the few reasons why I still check RMN
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