LIGHTNINGLORD2'S PROFILE

The site owner spouts white supremacist garbage and the mods react to my concerns by laughing at me. I'm not going to put up with a toxic community like this anymore.

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The unbeatable battle.

There's an interesting twist to the unbeatable bosses where you do have to beat the invincible bosses... by not fighting them.

The unbeatable battle.

The unwinnable battle is shown in Nostalgia in that the boss (some red-haired guy in purple armor) uses a skill (Prominence) after being weakened enough and instantly ends the battle. To be honest, he's just cheesing himself out as Eddie's (the main character) Combo Attack can down other bosses in one hit (technically three hits).

Good-looking areas vs. good-playing puzzles

Puzzles should be incorporated depending how good you are at them. If can't get a decent puzzle together, you shouldn't make any.

Five Strategies for Better Game-Making

A story about a tyrannical king and the brave men and women who rebel against him is probably going to be a lot more interesting if it turns out the King isn't actually plotting to release a demon lord with generically evil motives who will kill said king on the spot and take over his role as villain.


Just quoting this because something similar to this appeared in Fable 3 (with the same failness as you mentioned). Slightly different then the example, but it fits. And said super-villian (The Creeper) makes Cloud N' Candy look badass.

Tanking for Health and... well, Health

Healer: The Healer extends the longevity of the group by constantly restoring their health. Often disregarded for its tanking role because they usually can't take any hits and often require another tank to be fully effective. In addition to restore health, they can often remove negative effects from the group or even heal someone who has zero health (which may or may not be death). Sometimes, his spells heal a set amount/percentage of hit points, or it is improved by the healer's magic attack stat, or a stat specifically for healing power (I don't see logic behind using a different one).

Wanting to make your game difficult.

I see grinding as a difficulty slider within RPGs - if you want an easy fight, grind more, if you want more difficulty, grind less. As for myself, I often end up at places where most players think you can't win without reaching a specific level. I'm not at level usually, and I win anyways. Several RPGs have consumable items that can make up for the lack of levels.

Wanting to make your game difficult.

author=ChaosProductions
author=LightningLord2
There IS a difference between real difficulty and fake difficulty, however: The former contains stuff like high stats, jumps/shots that require extreme precision to perform and the like, whereas the latter contains luck-based elements, bad controls, trial-and-error gameplay and so on.
High stats can fall on either side of the spectrum; more on this if anyone cares.

The Mario & Luigi RPGs, as an example, have been Funâ„¢ and Challengingâ„¢ while still being rather easy and explaining themselves very well. TWEWY (fifth time I've mentioned it today) has the same deal.


High stats are a pragmatic, yet real, difficulty - if they mean to enforce grinding, it's still easy to overcome, it just takes longer to perform the task, which is fake longevity. Other examples include unnecessarily large maps, high loading times, much backtracking and so on.

Wanting to make your game difficult.

There IS a difference between real difficulty and fake difficulty, however: The former contains stuff like high stats, jumps/shots that require extreme precision to perform and the like, whereas the latter contains luck-based elements, bad controls, trial-and-error gameplay and so on.

Wanting to make your game difficult.

I agree with this - The special content in games whose drawback is being too hard can't make up for that disadvantage, as the content might be never available to the player. It WILL be reachable by someone who plays a game that's too easy, though.

Encounters & Dungeon Design

I'm not used to random encounters coming really frequent - more to inescapable touch encounters because immediately re-fight me when I run.