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Neo Jado
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Rise of the Third Power Review


Just one review. A fantastic review, I might add.

This game had the best character interaction dialogue of any game I've ever seen in the medium of rpgs, indie or professional. Tales games being the closest.

I absolutely love Badluck's games.

Favorite RPG story and why?


Title says it all.

Well, except that I would have you try to ignore some of your total gaming experience ( gameplay, balancing, graphics, etc) and focus specifically on the story.

Character personality/development/interactions can be included in story/writing. Personally, I rate this higher than the overarching story most of the time.

Okay, go.



February is merely as long as is needed to pass the time until stats

author=Solitayre
Someone review SRMNB2. Problem solved!


There you go.

Neo Jado

author=Zadok83
Oh man! That opening scene is absolutely insane! You guys are good!


Glad, you liked it.

author=Zadok83
I like how it was timed perfectly with the music. I'm guessing that most of you guys scenes do exactly that?


Not all of them. About half of the action sequences.

A lot of times, the gamer needs to be able to read the dialogue in my cutscenes, otherwise they might miss plot points. So, I have to let them advance the text at their own pace. That kills any possibility for syncing.

Other times, there's interactivity with onscreen prompts. It's pretty much gotta be the right song and scenario for it.

obr2_minigrawkarty.jpg


Gotta be my favorite mini game. The AI was impressive.

Tale of Exile Act I

This was a great game. Any progress on translating the second act?

author=calunio
Seemed really interesting, and it was very impressive graphically. But I could use a walkthrough.


And yeah, this.

Loved that card game too, addicting.

Super RMN Bros. 2 Review

author=GreatRedSpirit
They also changed the way you become weaker when taking damage. In SMW a hit only drops you one level (small -> big -> power up, yoshi addition at any stage and is recoverable) while SMBX follows the NES Marios where any hit except with Yoshi/Goomba Shoe will knock you down straight to small Mario. This causes two hits to be enough to kill the player 99% of the time instead of three which does make a big difference.


I did notice that. I'm not familiar with the editor, though. I dunno what suggestions are feasible.

Updates



Hope y'all like the new look profile. It's not pretty or anything, but it should be a little easier to read.

Super RMN Bros. 2 Review

As far as the stages go, there's nothing wrong with more gimmicky or puzzle type levels. To be honest, they're more memorable.

For some suggestions, I'd say...

1.) For levels that are too helter skelter, I'd suggest increasing the number of mushrooms available, as opposed to just making the level easier to pass through. I'm pretty sure this is what Nintendo did for the real games on those crazy fast pace levels.

2.) For puzzle levels, reduce or eliminate enemies around the main puzzle(s). It can be chaotic from puzzle to puzzle, but it's frustrating getting killed in the middle of solving a puzzle. This is sort of a philosophy carried over from RPGs. Nobody likes random encounters while they're running around pulling levels and pushing boxes. It tends to take away from the puzzle more than it adds difficulty.

Crystal Cave did a good job of this. The pattern was... a set of enemies - uninterrupted puzzle - another set of enemies - uninterrupted puzzle - check point. The problem was, after the checkpoint, I had no idea how to work the little gadget. What that level needed was...

3) More tips at the beginning of levels. I'm willing to bet that a number of gamers had no idea how to even attempt some of these levels. Switch Madness 2 was one. I knew what I was doing, but it certainly would help some people if a toad explained to them how the switches worked. Same goes for any of the gimmicks.

Skull Lake was an example of an underwater level with great flow and rhythm, but then I got to some wall obstacle and had no idea how to proceed.

4) On normal levels, try to limit scenarios that slow you down in a bad way. For example, requiring the gamer to jump max height onto a single block to proceed. It breaks up the flow of the level.

Having to stop and time your jumps through an intricate weave of enemies is an example of slowing you down in a good way.

That's a start. I'll post more later.

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author=InfectionFiles
I don't trust her!


Wise decision.