ISRIERI'S PROFILE

Isrieri
"My father told me this would happen."
6155
-Mysterious forum member since 2012

-Occasionally appears

-Has yet to make an RPG

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Super RMN World

@halibabica A circular wall means people who've not played TMNT could get lost: If they do, they'll easily miss a bomb. In water levels, players are drawn to try and ascend, so that's where they'll go first. Blocking off that path off with a wall means players won't continue right and miss the bomb down underneath - they'll have to go down. The rest of the level is linear and painless. IT AIN'T ROCKET SCIENCE.

Got some approvals and more critiques for kentona, jackalotrun, seiromem, Ratty524, masterofmayhem, wildwes, & Desmo360. & GloopMaster....& Blitzen.

Release Something Weekend

Been fiddling with Zelda Classic so I might try to make something with it.

What are you thinking about right now?

That's legit heartwarming for me.

STTB2Exp08.png

It only gets harder from here.

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author=Ratty524
WIN!


Hooray!

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An invisible HAMMER BRO block, Ratty. So that his hammers may nail your coffin shut.

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Just Pipes n' Platforms actually. It's on hiatus because I've been SMBXing non-stop since March 2012 and I need a break.

I've had a few ideas in the works though: A game that uses Toad that's based off Mr. Gimmick and Kirby. Kind of like Super Princess Dreamland. And a sequel to Plumber Man that's actually good.

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author=Deckiller
I remember being so mean to Isrieri after playing World 1 of that game.


That was Pipes n' Platforms. Which is far far more cruel than Plumber Man.

Plumber Man isn't very good. But I still love it. I deliberately disregarded any sense of aesthetics in order to focus on practicing level design. Because I was a noob. At least I can say the game made me into a better designer.

Difficulty: Challenge vs Frustration

I haven't read the article yet, but this topic intrigues me. I've actually been pondering something recently: Can a game still be called good even if it causes frustration via wasting the player's time? Because "waste of time" can be a very subjective thing, I feel.

I've been playing Ninja Senki. And it's been frustrating me a little bit. There are a lot of jumps with cleverly placed enemies that often result in death. This usually doesn't bug me because I'm in the old crowd of gamers who pushed through difficult games. But in this case it did, because there was only one checkpoint per each stage, and offered no powerups to my knowledge. I think the only way to recover your health or get 1ups was by building up your score. So obviously this is a game that heralds back to the old arcade days. Where said frustration was a thing that you could get away with. But I'm loath to say that this is the game's fault at this point.

The common opinion is that games that cause anger and frustration are bad and terrible. But I often hear of people who play frustrating games, beat them, and have fonder memories of them afterward. Not always the case, but it's there. Most people look on Castlevania and Mega Man 2 fondly for instance. But to new players those are pretty tough games that offer their share of frustrating elements! I don't think there's anyone who'd stretch to call either of those bad games.

So I'm wondering whether or not Ninja Senki could be called a bad game on the virtue of it's frustrating elements alone. Or if all good games should never frustrate players. I would say no, because I think the more frustrating elements are actually elements of good design when done correctly: Overcoming them can provide a healthy sense of accomplishment that leaves a lasting impression of the game as an experience.

There's also the fact that I have a tendency to just plow through a game, rather than taking my time with it and approaching things slowly.

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HEY
HEY GUYS
GUESS WHAT?


I found an LP.