EDCHUY'S PROFILE
Search
Filter
Legend of Denadel 2k3
EpiQuest
I am pretty sure there might something still pending to be caught. Hopefully, whoever plays it will let you know.
That's why I recommend you get a couple of beta testers for whatever you do in the future. Different people play games differently and hopefully they can catch any bugs before your actual release.
That's why I recommend you get a couple of beta testers for whatever you do in the future. Different people play games differently and hopefully they can catch any bugs before your actual release.
EpiQuest
comment=28636
Either do I, but I know how you get them :-) ok blog away. Also a more important thing is being back on the front page with a new download. That says more than a blog I think. Blog time....
You're right! And while I appreciate your thanks, it is you who quickly took care of fixing things what I just pointed out.
Skill System and Retries
Regarding the skill system, I think having choices is great (makes the player think twice about what they want to choose, although they might regret their choice later). Also, I like the idea of AP cost and prereqs. I am indifferent as to whether to allow access either at the end of levels or save points, although at least at save points, players could save before making the choice and make a choice. If they are unsatisfied with their choice they could just reload the save. For a gameplayer's point of view that would be great, but from a developer's I can see this possibly causing an unintended effect on the difficulty you want battles that come after the choice to have.
Regarding the retries, I think I agree with kentona, although perhaps you can consider an option where the player can choose to retry the battle as you suggest (with their current items and completely healed) or reload a save (without keeping their current items). I don't know if it's technically feasible, but either that or allowing a straight retry would do away with the much feared "Game Over" screen. I don't know if that's part of what you're trying to accomplish here.
Regarding the retries, I think I agree with kentona, although perhaps you can consider an option where the player can choose to retry the battle as you suggest (with their current items and completely healed) or reload a save (without keeping their current items). I don't know if it's technically feasible, but either that or allowing a straight retry would do away with the much feared "Game Over" screen. I don't know if that's part of what you're trying to accomplish here.
Some New Images Etc.
More wiring puzzles and well-placed adverts ... hopefully none of those later ones become vaporware or worse yet, canceled.
EpiQuest
comment=28620
I figure there's a lot of blogs right now. Also how did my M points go down? Strange.
You can have as many blogs as you feel are necessary. It's your tool. Releasing a new version is important enough to merit a new one!
I have no idea how M points work and what they do for you ...
edchuy Gameplay Blog
A new version of EpiQuest was posted with many of the issues that I mentioned to ShortStar fixed. I'm probably download and play it once in a while and try a few things I haven't yet. The review I hope to submit by this weekend will be of the previous version and will assume the issues are fixed.
I'll also continue to play the Faith demo. Whether I write a review or just send feedback depends on how my gameplay goes. After that, as I mentioned earlier will come Carlsev Ep. 2. I haven't thought much about what I will choose after that. Perhaps once I finish playing Faith.
I'll also continue to play the Faith demo. Whether I write a review or just send feedback depends on how my gameplay goes. After that, as I mentioned earlier will come Carlsev Ep. 2. I haven't thought much about what I will choose after that. Perhaps once I finish playing Faith.
EpiQuest
Don't forget to put a blog about the new version! I hope to be able to submit the review by this weekend.
FirstCavePuzzleNew.png
comment=28613
Yeah. The other option in the RTP was the typical sign chip. I may just delete it entirely and have a message trigger when players step on the switch.
I tend to use a lot of obstacles -- it's more of a personal preference. I'll post more screenshots, and if you agree that it may be too cluttered, I'll go ahead and clean it up. I was just trying to consider the fact that the sprites and rooms are smaller.
Yeah, that could work as well. Unless you really want to warn the player before pressing the switch, what that switch does. Regarding the obstacles, I'll leave that to you. As long as its possible to move around and it can be seen where you're going, I don't mind in the end.














