The all around prick
RMN's Most Humblest!

Prayer of the Faithless
On the brink of the apocalypse, two friends struggle to find what is worth saving



Game's Done, BTW. Who Wants to Test?

Thanks so much for the interest, everyone! I'll have a build ready and sent off this weekend.

Brainstorming for Luxaren Allure 2

Getting emotion from 2d characters

If you're unable to animate sprites, but still want to convey complex character expressions, another solution would be to use Tales-style skits where you move around static pictures with faces. Once you have the faces, you can move the pictures around to convey motion to allow characters to express themselves without complex sprite animation:

It also helps that static faces are more easily reusable than character animations, which is how the Tales series gets away with having hundreds of skits in each game.

Games that "need" a film adaptation

I think Dark Souls would make a for a good film adaptation if the director uses The Revenant as inspiration. You could have the quiet moments where you can take in the scenery of each area by following the Chosen Undead, and switch perspectives to one or two NPCs and follow their questlines for more dialogue-heavy scenes.

Personally, I'd like to see the questline that was cut from the final game where Oscar escapes the asylum with the chosen undead. Following their journeys through the world would make for an interesting alternate timeline that can switch between perspectives as needed to maintain a good pace for the film. That could bring in newcomers to the series without alienating the fans for breaking cannon. "Time is convoluted in Lordran" and all that.

This video recreates the questline using cut voice lines from Oscar:

Why remake this game?

This all sounds really good. I'd love to see what you come up with.

Weird and Unfortunate is now available in Russian!!! :DDD

Nice! It's good to see this game reaching a wider audience.

Prayer of the Faithless

If you're talking about after you get Mia in the party in Asala, then you will be directed to go into Asala palace, where there will be another save point for you.

Prayer of the Faithless

I hope it's not as merciless as soul sunder in hardcore mode xD








Thank you for the fanart!

How can Designers Create Levels to deal with Unflexable Players?

but honestly, what kind of level design could one reasonably do to make up for the issue of "player is bad at multitasking but insists on a blind LP anyway"?

Little to none, which is why I said exactly that in the beginning and end of my first post and spent the rest of it exploring a different approach that could help reduce (not eliminate) the chance of future brain farts. "Some people just won't get it" is both a true statement and a hard stop on any sort of conversation to be had on this topic. It is possible for both the player to be bad at a game and the designer to be bad at designing, but only one of those points is worth talking about.

Also, just because you're bad at a skill doesn't mean you can't develop it or have fun with it. I don't know whether the LPer in question is a full time LPer or some rando doing this for fun in her spare time, so I don't think "just stop if you're not good," is a particularly helpful take.

author=Sgt M
I think you can get away with littering everything with arrows early on to give players a sense of how the game flows and how everything is structured. You can (and probably should) gradually wean the player off of arrows and other obvious visual guides as the game goes on, and by a certain point the player should be acclimated enough with tools/abilities available to them to figure out how to navigate your design.

Agree that's how it should play out, but not every situation is that nice and smooth. Where that "certain point" is, and whether or not the player started getting frustrated before or after that certain point is not is a case by case basis, and one that shouldn't be immediately met with a blanket "you just don't get it."

If you've done all that you can to teach the player how to play your game and they still don't internalize the lessons, then fine. That's on them. But arrow signs aren't the solution to every problem, and there may be alternative, less overt ways to teach players how to navigate your game.