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Incitement 3 Chase Scene Boss

This is a small gameplay sample video showcasing a mini-game in my current project, Incitement 3. This mini-game has you battle a boss fight during a chase, where you have to use strategy to beat the enemy before they beat you via the use of clever positioning and the right attacks.
Music in the video is by Benjamin 'Scythuz' Carr.


Posts

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The idea is great and well executed. It looks pretty awesome and unique for an RPG maker game. However, I think the camera scroll is too slow. It should move a lot faster so that it feels like a real chase on cars. Also, maybe a faster music would be more accurate for a battle like this, in my opinion.
Thanks for the comment, Urano23. I can certainly make the background scroll faster. :)
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
So, this "strategic battle" seems to be about as complex as a suikoden duel. Except you also took away the ability to predict or respond to anything the enemy does. And then you gave the player a full 100% heal ability that they can use any time they want, an apparently infinite number of times.

Um. What.
^This battle does not represent how battles are in the game in general. It's just a single mini-game to mix things up a little.

Also, the positioning of the player is important. Yeah, the player can use the heal any time they want, but a) the heal does nothing to progress the battle, since you only have 1 action a turn, b) if you stay close, the enemy will keep using his powerful attack, which will leave you in a perpetual loop of getting damage only to heal. In order to progress the battle, you have to change your positions in order to be able to damage the enemy, and c) this is normal difficulty, made for people who are after a casual experience; on challenging difficulty, it gets harder. :)
People don't think of casual when they see words "normal", and that's a fact. This battle would really be more suited for easy difficulty, especially since I fail to see why a lazy player wouldn't just stay at mid-range. shooting plasma balls and healing when they reach 1 bar, up until your "boss" keels over.

Also, story-wise, the way it's built doesn't really have much drama; sure, the slow background is part of the reason. Even if you disregard that, there's simply no feeling that the boss is making much effort or that there's a lot at stake.


Considering there are only 2 difficulty modes, Normal and Challenging, I think it'll be a no-brainer that 'Normal' would be suitable for most players, whereas 'Challenging' are for those who are after a challenge.

The background can be sped up. There's no issue with that. I just don't want to make it too fast so that some players get dizzy. As for what's at stake, I guess that's entirely subjective and it is hard to get that feeling from a 1 minute video if you don't get to see the story events prior to this.
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