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No save marathon game. Good or bad idea?

I was thinking of this game to be something that you play during the holidays or something. When you're bored with too much free time and it's raining outside. You know. Thought the marathon challenge makes up for the fact that it's a short gam- wait wha? 10 hours wouldn't be considered short?

No save marathon game. Good or bad idea?

Hey we all know it's best to start out smaller with our first game right? So I just thought making my initial 10 hour project into a no save marathon game. Meaning that there are no save points. So each time you play you have to try to get as far as you can without dying even once.

I know, I know, it would be a pain to restart the game if you lost after getting halfway through. But I just it would be more fun to be a kind of game where players go back to every few months to see if they can overcome the challenge this time.

Okay so maybe I'll have ONE save point but at the very end of the game before a new game plus ish kind of thing. So does anyone actually think this is a good idea for a first short game?

EDIT: Oh to be honest I meant initial good project. I had some others a while back. But I learned from those mistakes and never want to speak of them again.

Battle lengths

My normal battles pretty much just require common sense though. Attack the healer first, AoE on +4 enemies yada yada ya. The next times you fight these enemies are pretty much all about remembering how you beat them last time and not making a mistake.

A lot of normal battles however, can instead be used to experiment on your own abilities. Like say "I wonder which deals more damage? Blizzard or Lightning?" and you try them out on enemies that are neutral(edited!) to both. Or "I wonder if it's possible to poison AND put an enemy to sleep simultaneously? Nope the damage wakes them up."

So my normal enemies might last for more than 3 turns the first times you fight them. But once you figured them out they'll be out in a flash as long as you got a decent memory.

Battle lengths

Hi so how long do battles last in your games. Whether it's against mooks or bosses. In my future game that I done the most planning on however. My mooks usually get about 2 turns average(half a minute). While my bosses have around 10 turns AVERAGE(notice I said average) before I expect the player to kill them(3 minutes) or they'll probably kill you.

The reason I chose 10 turns is to try to balance it out. Mainly so that poison wouldn't be too overpowered. With it dealing 5% damage every turn and status effects still work on my bosses most of the time. I find there's more strategy that way.

Besides 10 turns should be enough so the player doesn't get tired of the battle right? it takes 5 turns for figuring out the boss. Then just use whatever trick you came up with for the other half of the battle.

So what about your games? So long do you set up your battles?

Button Mash - Forcing the player to use different skills

author=Radnen
LockeZ comment above has got me thinking...

Button mashing games = FUN

Otherwise = Boooooring.

HaHa! Only because you haven't played MY games......... cuz I haven't made them yet. But whatever.

In "a" game I'm planning in the future, I try to make all my magic unique. Fire isn't merely a different elemental version of blizzard being a different elemental to whatever else. Lightning Strike and Blizzard may deal only average level magical damage unlike Flame Blast which deals high level magical damage. But they have different advantages such as Lightning Strike stunning an enemy for a turn and Blizzard being AoE.

Then there are other status magic such as Magical Lullaby(sleep) and Toxic(poison). Although they only have almost definite chance of success, Magical Lullaby is AoE and Toxic also inflicts average magical damage before inflicting poison. Though poison is nerfed compared with other games to 5% each turn though to avoid being gamebreaker.

Every magic has their own strategic uses. Such as Lightning Strike right when a certain boss starts charging their attack, so that they can't release in the next turn, have to start over and end up wasting a turn. But in any case, NO magic or ability is best for EVERY situation!

But then again, maybe this might not be everyone's kind of thing. Just my taste for my game to be puzzle/card game like.

Also, healing and enemy damage is nerfed compared with other games. So surviving boss attacks are more progressive than luck based. And different magic still use different MP. Some magic are mostly better, just not always.