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Clouded Heart

You only have one chance to find Volume 1 and 2 of the books. Near the beginning of the game right after the prologue when you get control of Marth as an adult, before you run out of the village to meet up with the girl and take on those caves, you'll see a red indicator on his bookshelf where the volumes are.

Once you meet up with the girl and enter the caves, it'll be too late to get them and you won't have the chance later.

Menu Savepoint or Fixed Savepoints?

If you implement enough save points, it won't matter. The player won't have far to go back and reload a save point to try a different option. If you don't implement enough, you run the risk of frustrating a portion of your audience, especially if they are short on time.

Adding save points or not won't make a difference in this case. If you're trying to make choices matter in the game, the best way is to have those choices early on, but not show the results of those choices until much later. That way, if a player does something in the first hour of the game, when the 10th hour rolls around and they decide it was a bad choice, it's too late for them to reload and try again, unless they want to restart the whole game.

What are you thinking about? (game development edition)

And now LockeZ has provided the makings for a brand new Ace Attorney game.

Accepting Criticism

author=Crystalgate
Usually, in those cases the critic itself will think it's criticism as being fair and "just saying how things are" or something. If the critic apologizes for being blunt, it's a bad sign.


Even a critic needs criticism, especially when they give a shitty review. I'm not the best reviewer around, but I generally try to be fair and cover every area of the gaming experience. I also try to look at each segment of the game individually, and focus on the average player so my own bias doesn't show too much.

One thing I'd like to say is that game developers should look more at the written review and not so much the score. The score really negates the purpose of the review, I think, and has a tendency to create a rift between players and developers.

As a player, I've come across plenty of games that I liked that received bad reviews. Had I focused on the score, I may have missed some gems.

New Feature!

Outside of getting higher levels, is there anything more to your New Game plus?

If it's simply to fight for more levels, I don't see the point in it. People have already mastered the game, I really doubt many would replay everything over again just so they can breeze through it, except maybe down the road when they want to try it again.

Most will probably play the New Game Plus if there's some benefit other than to level up, such as extra story content, optional dungeons they now have access to, more side quests, that sort of thing.

TMNT Trailer

Personally, I'd love to see Krang, but I don't think it could be done right with a live action movie. I'm at least happy they're bringing back Shredder, though, and yeah, no time travel to ancient Japan... such a horrible movie that one was.

Accepting Criticism

First and foremost, make the game you want to make. If you're not making a game you enjoy but rather what others might like, you'll fail. You can't please everybody all of the time. But also just as equally important, learn from your mistakes. Don't act like you're top stuff at game design when you're not, because you will be called out for it, and people won't bother playing your games.

This is also true for accepting criticism. There are plenty of decent game designers and artists that I ignore simply because they won't accept criticism.

As for weighing criticism, you have to know how much of it is true and how much of it is false, or not relevant to you.

For example, if you go out to make a game that mimicks the style and feel of a classic Dragon Quest game, people playing it need to expect that the game will have save points versus menu saves, random encounters, potential for grinding, to name a few.

Somebody who critiques that game and suggests touch encounters, unlimited saves, and minimal grinding may not be relevant to you for that game. I would still acknowledge them, since their input at least tells you what they're looking for in a game, which may be useful for you in future projects that target his demographic. However, that doesn't mean you need to suddenly change your game to meet their needs.

On the other side, if you're encounter rate is set way too high and it's keeping people from having fun, or if the level grind is ridiculous even for a game of that style, or you've designed a 3 hour dungeon with no save points, then the critiques against that are very relevant, and you'll probably need to make changes to accomodate.

Make sure to research the type of game you are making, who your target audience is, and where your target audience hangs out.

TMNT Trailer

Yeah, outside of the original cartoons and maybe the very first movie, it seems nobody can get the TMNT's down pat.

And since was April's father even involved?

Accepting Criticism

When you post something on a public forum, expect that there will be criticism, and people will post good and bad things about it.

That's not to say there aren't trolls and flamers looking to insult, but there are just as many people that will take all criticism the wrong way, and all they want is people to praise them, even when their game is complete shit.

I don't sugar coat my comments, and I don't expect others to do the same for me. At the same time, if somebody is just targeting you for no reason other than to bash you and the game, report them, ignore them, and move on.

Preference on Dungeon Length

The length of a dungeon isn't an issue. I've played games with relatively short dungeons (30 minutes tops) all the way through, and games with fairly long dungeons (1+ hours or more for each).

What you need to ensure is that:

1. The dungeon is more than just a way to get from point A to point B. These dungeons can lose their charm early, and should be kept short. Adding puzzles and charm to the dungeon keeps them fresh, and can be designed to be lengthier without risk of boring the player.

2. The player has the resources he needs to get through the dungeon. Outside of his own failure to utilize the opportunities given, he shouldn't find his way halfway through the dungeon, with no end in sight, and running on empty for restorative supplies.

3. Regardless of the length of the dungeon, keep the player's time in mind. If you're not going to allow access to menu saves, then you need to ensure there are plenty of save points within the dungeon. Just because it will take the player 1 or 2 hours to navigate the dungeon doesn't mean the player will have the time or the want to play for a straight 2 hours.