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Zero Base Review
author=narcodis
A difficulty setting might be in order... or perhaps make it like Gradius, and have a secret code you can enter during the level select screen to give the player 30 lives or something.
Already a step ahead of you.
since the last update, there are already 3 secret codes implemented (which is what caused the slow down bug you noticed as well).
One of these instantly gives you 9 lives, another a full upgrade of a random weapon, and the last one blows you up.
The issue now is only figuring out how I want to reveal them. The original plan was to implement difficulty settings, and reveal one code for beating each of the different difficulties, but revealing them sooner might be an idea as well. Still thinking about it
Zero Base Review
Seems my update came a day too late. Several of the issues you've raised have been fixed, like the wall you hit too early, it's something that got broken while I was working on level 3 so it took some time to notice it. This makes it possible to kill the turret you mentioned, but shouldn't be attempted without some weapon upgrades. The basic idea of that one (and few other instances) was "to live and let live".
The score also gives you an extra life for each 5000 points now, and you're provided with a savefile which let's you enter stage 1 directly through the level select.
Also, yes if you complete a stage with just 1 life, you will be given another one at the beginning of the next stage... which means you'll have 2 lives... which might only be marginally better. (Apparently there was a poor schmock who finished the first level with only one life).
The main gripe about it being rather difficult is still very much intact though, just hopefully a bit less of a chore.
I find you raise a pretty interesting point about the life system possibly being obsolete. Didn't cross my mind as they are or were pretty typical in these kind of games. One of the only things it does at the moment is to make sure that you won't run out of useable power ups too soon.
Thanks for the review, and the time you spent trying to beat it, eventhough my strong tendency of making stuff too hard
The score also gives you an extra life for each 5000 points now, and you're provided with a savefile which let's you enter stage 1 directly through the level select.
Also, yes if you complete a stage with just 1 life, you will be given another one at the beginning of the next stage... which means you'll have 2 lives... which might only be marginally better. (Apparently there was a poor schmock who finished the first level with only one life).
The main gripe about it being rather difficult is still very much intact though, just hopefully a bit less of a chore.
I find you raise a pretty interesting point about the life system possibly being obsolete. Didn't cross my mind as they are or were pretty typical in these kind of games. One of the only things it does at the moment is to make sure that you won't run out of useable power ups too soon.
Thanks for the review, and the time you spent trying to beat it, eventhough my strong tendency of making stuff too hard
Befuddle Quest 5: Zack to the Future Review
author=Dudesoft
Hmm maybe I was trying too hard. Some of those top level jumps were killers lol
I think also that I had the majority of the gems and then died to start over.
Yeah, I suppose getting most of them and then dying could be a bit frustrating.
And yeah, some of the jumps are true killers, probably with the floating platforms right above where the giant dino stops chasing you being of the hardest, but fully optional, since it would only net you a few extra gold pieces and a necklace.
I "think" the hardest mandatory jump would be the last jump while being chased by the dino, and maybe the jump back from having talked with the mage with regard to the spikes. In hinsight, I guess I could have removed those spikes
Befuddle Quest 5: Zack to the Future Review
author=Dudesoft
Not everyone is hardcore good at pc Gaming, especially on a laggy, critically accurate button input RPG Maker. I liked the level up to and a little past the giant dinosaur chase, after that it felt like I was being punished. I think as a level and for estetics it would have been best to end the level more or less after some platforming after the dinosaur. The memorization puzzle is forgivable minus the platforming required for it, but the mandatory item collection? Totally NOT. That should have affected the score from the level maybe. It was torture getting all the stuff, I had to eventually give up and alter the variable numbers.
That's just it though. I don't see the need to be hardcore good at pc gaming to beat it. there weren't many jumps which required critical precision, and most who were, were optional since they were mostly just for getting the additional gold / necklaces. I figured normal traversing would almost lead to having aquired the 30 gold neccessary.
Then again, I won't say it's not hard, cuz I'm not quite in a position to judge it well enough, I'm just saying that "I " don't see how it could have been that difficult.
though I recognize that the path between the memorizing crystals could have been made shorter after the first visit or so
Befuddle Quest 5: Zack to the Future Review
I honestly don't see how the platform level could have been too hard aside from when having trouble with lag.
there's very few "mandatory" difficult instances, since you only need to gather a certain amount of gold pieces.
This is of course my own biased oppinion though as the creator of the map, so it should of course be taken with a grain of salt.
as for the other two, it's very true that I've thought of exact ways to solve the puzzle as to only leave one valid way to solve, which probably is bad aside from certain instances, at least with the nature of my puzzles.
Will probably have to work with giving players more leeway and possibly design the stuff to have multiple solutions.
Just need to get it into my head (and keep it there) that what I consider easy might just be the right difficulty for everyone else
Thank you for the review btw.
always nice some of the ups and down put into words
there's very few "mandatory" difficult instances, since you only need to gather a certain amount of gold pieces.
This is of course my own biased oppinion though as the creator of the map, so it should of course be taken with a grain of salt.
as for the other two, it's very true that I've thought of exact ways to solve the puzzle as to only leave one valid way to solve, which probably is bad aside from certain instances, at least with the nature of my puzzles.
Will probably have to work with giving players more leeway and possibly design the stuff to have multiple solutions.
Just need to get it into my head (and keep it there) that what I consider easy might just be the right difficulty for everyone else
Thank you for the review btw.
always nice some of the ups and down put into words
Metal Gear Solid: Lunacy of Legion Review
You people make it sound like none of you have gotten the silencer for the gun, which makes it considerably easier to "stealth kill" guards. Only problem is that you get it too late, and that you can even avoid finding if you don't explore thoroughly enough.
Re Quest Review
wow, I actually got a review on this demo?
I have to thank you for the time you spent on writing this and I agree on pretty much everything you've said.
I know it has quite a few faults when it comes to the handling the stats, which has some other issues even if you'd figured out how to use them, being that you pretty much need quite a few points in every branch of the skill for it to be useful.
You also brought up some stuff that I forgot to think about, like consistency between menus.
I guess figuring out the menu can be quite a hassle, as I've made some probably not so obvious requirements here and there. Something I explained in a readme file which "should" be in the folder (not entirely sure if it's present), but which can be even a little cryptic as well upon just haven taken another look at it.
It actually need a bigger overhaul, and I'll try to fix a lot of the minor stuff when I get more time so that the demo becomes more playable.
Again, thanks for the time you've spent going through the demo and for the very relevant criticism.
I have to thank you for the time you spent on writing this and I agree on pretty much everything you've said.
I know it has quite a few faults when it comes to the handling the stats, which has some other issues even if you'd figured out how to use them, being that you pretty much need quite a few points in every branch of the skill for it to be useful.
You also brought up some stuff that I forgot to think about, like consistency between menus.
I guess figuring out the menu can be quite a hassle, as I've made some probably not so obvious requirements here and there. Something I explained in a readme file which "should" be in the folder (not entirely sure if it's present), but which can be even a little cryptic as well upon just haven taken another look at it.
It actually need a bigger overhaul, and I'll try to fix a lot of the minor stuff when I get more time so that the demo becomes more playable.
Again, thanks for the time you've spent going through the demo and for the very relevant criticism.













