ZDS'S PROFILE
Game designer, music composer, and pixel artist.
Avatar Credit: unity <3
Avatar Credit: unity <3
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2016 Misaos (Fin)
[Poll] Kids Design: Vote Best Watewack
[Poll] Kids Design: Vote Best Coulddas
I'm sorry kentona. I felt like yours was the most accurate compared to the drawing. ):
That said, the one sooz drew is legitimately amazing as art. (as are many others)
That said, the one sooz drew is legitimately amazing as art. (as are many others)
Kids Design The Darndest Things
I'm later than late! But I shall post one for the hell of it that I just made.
Beenboo.
Ghost enemy. Thug. Likes to rap at his foes.

Beenboo.
Ghost enemy. Thug. Likes to rap at his foes.
INPUT NEEDED: The Big Question!
I may go deeper in this in the future.
You had troubles with random scenarios destroying your main character and you found that not so fun. That's an issue I find with a lot of roguelikes myself. But there is nothing stopping you from a more "controlled" random approach. Find the middle ground. Doesn't have to be pure random.
Example: If it's the start of the game and you have weak weapons. I don't think you should find a super strong enemy. Try to consider ways to make it possible to live by strategy and possibly give subtle/not so subtle warnings of harder areas.
There are tons of ways to go about it.
Maybe you should start on a MUCH smaller scope for a demo or something. Try to figure out clever ways for a weaker character to still somehow survive by struggling. Or it could be ways for a stronger character to lose by being too confident.
A small roguelike done right is still quite hard to pull off. You can still have a tight level design be randomized. You just have to be a bit of a mad scientist and make sure it all works out. Find that healthy mix of balance and unbalance. Something I learned is that unbalance is sometimes as important as balance. Just don't let one lean much more than the other.
I hope some of this babble helped a bit!
You had troubles with random scenarios destroying your main character and you found that not so fun. That's an issue I find with a lot of roguelikes myself. But there is nothing stopping you from a more "controlled" random approach. Find the middle ground. Doesn't have to be pure random.
Example: If it's the start of the game and you have weak weapons. I don't think you should find a super strong enemy. Try to consider ways to make it possible to live by strategy and possibly give subtle/not so subtle warnings of harder areas.
There are tons of ways to go about it.
Maybe you should start on a MUCH smaller scope for a demo or something. Try to figure out clever ways for a weaker character to still somehow survive by struggling. Or it could be ways for a stronger character to lose by being too confident.
A small roguelike done right is still quite hard to pull off. You can still have a tight level design be randomized. You just have to be a bit of a mad scientist and make sure it all works out. Find that healthy mix of balance and unbalance. Something I learned is that unbalance is sometimes as important as balance. Just don't let one lean much more than the other.
I hope some of this babble helped a bit!
"New" Team Intro + Trailer Announcement
Secret Santa 2016
Chapter 1 Progress and Companion Talk
All of the looks and sounds good! Can't wait to see what comes next for Aery. Seems very appropriately creepy!
Eye of Uzola
Cliches don't matter. The flavor of the story is the important thing here. If you read a Wikipedia summary of most good stories, they would seem cliche. If someone obsesses over making every plot element be "original" they eventually lose sight of what's actually important: a good story to tell. The twists and turns of the emotions of both player and character is very hard and unwise to describe via a plot summary. That's just my two cents on that haha.














