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What do you call a "Great Mario Level"?

1. Secrets
2. Multiple paths to exit
3. Feels "fast paced" rather than forcing the player to solve a stupid jump puzzle.

Wine & Roses Review

There might be good reasons for the game to not feel too "polished", but the other reviews claiming this is the best game ever on RMN just make me scratch my head.

I mean perfect reasons for not being the perfect game don't make it the perfect game.

Lunar Wish: Orbs of Fate Review

I somewhat felt the same way about the game. The character personalities just feel wrong and you always feel like you don't know whether the game is serious or tries to be funny. The game didn't get me hooked at all and when I ran into a bug that got me stuck into a wall I immediately uninstalled it.

Progress on Version 1.3

I'm fine with anything. I mean how the levels are designed isn't really too much the issue, but rather that there is no challenge in avoiding the monsters. Either they are in the way or not, but hardly anything like "If you figure out their movement pattern and got a perfect reaction you can get through unharmed".
Design the levels how you personally want, but make sure that YOU can clear the game without dieing while keeping the high difficulty at the same time. If you die in your own game despite knowing all the monster patterns then there must be something wrong with it. But a high difficulty is always good and if you personally like high difficulties there is no reason to get away from it.

Games sequels, stay the same or go different? why and how?

RPGs and deep stories? Haha.

Progress on Version 1.3

Difficulty isn't really the problem, if you like your games hard, you can make them hard. The problem is only the randomness. Even if you put a monster and give players only a 1% chance to defeat it, it doesn't really increase the difficulty because you still don't need any skill for it. =p

[Poll] How Much “Planning” Or “Prepping” Do You Do Before Starting Your Game(s)?

author=SnowOwl
I have found that games I try to plan everything eout before I start, I tire of, since I have nothing new to come up with, and tehrefore nothing fun to look forward to.
This leads to loads of plotholes, but fairly interesting enviroments and I've actually finished every game I make without much planning beforehand.

In other words: Plan as much as possible, but not so much that you lose motivation.

Obama RPG: Magical Quest 3 HD - Future Legend of Superhuman President Starring Barack Obama

Very well done presentation of your game in your blog. Better than most of the non-parody game presentations.

Games sequels, stay the same or go different? why and how?

@LockeZ
Actually I think re-using the same gameplay is valid even in the indie scene. Maybe not on RMN, buuuut look at dungeon crawlers. Dungeon crawlers are all about exploring a non-randomly generated often maze-like dungeon. The gameplay in all is almost exactly identical (except maybe for different traits / skills). There is a good fanbase on this genre, but games like this aren't really developed much anymore. The fanbase has literary already played all existing games of this genre and replaying a dungeon crawler isn't really fun, because you already know the dungeon layout. The wish to have the same concept again and again but with new dungeons to explore is always there in the fanbase, that's why new indie releases of dungeon crawlers are so popular (for example Legend of Grimrock).

You might say "Well why not add more dungeons / floors to the first game instead?", but I think this has mainly to do with the story. Often dungeon crawlers have a very minimalistic but yet interesting story (interesting enough to make you want to see what's on the last floor). Each new story deserves a new game, not everything mashed into one. Plus a new game is also easier to sell than an expansion, especially in the indie scene (also not relevant for RMN, though).

[Poll] How Much “Planning” Or “Prepping” Do You Do Before Starting Your Game(s)?

As a game designer (rather than game developer), I usually only plan games without even making them. Those plans are usually very detailed and at the very least in my head I even have all the graphics / regions / settings planned out. But more important than planning that out is usually planning the battle system and remaining gameplay and creating the perfect strategy and balance.