Post by paradak on Jul 15, 2010 17:15:28 GMT -5
Loved the game. Very Inspiring. Thanks.
Here is a suggestion for part two:
- Less exponentality in power increase. I've seen monsters that deal me 30 damage, then I level up ONE level and then they suddenly deal only 15 damage, next level up again then they deal less than 10! Same principle (reversed) for damage dealt. This makes the game a bit too sensitive to the characters level.
- New characters may be noticably weaker than the initial protagonists, but not too much, unless there is a reason. When my first two character dal 80 damage per blow, and the newcomers deal only 10, they seem quite useless.
- Bella should have a "singing" special skill, i.e. Songs work better with her.
- Less random encounters. In some dungeons it got to the point where you couldn't walk two steps without a fight. Its better to have more interesting fights, than to have incredible repetitions. Having 100+ fights vs the SAME monsters in a dungeon is way too much. Its better to have a shorter game, or create more than one chapter (i.e. split the game into separate games that act like chapters) than to have the kind of repetition this game had. I loved the game, but it would have been a much better playing experience if the total number of fights would have been about 20%-25% of what its was.
- Always let the player backtrack his steps. Its frustrating entering a dungeon that you can't get out of, yet monsters exist in that dungeon a very limited number, and there is no store, and the boss is unbeatable if you're not high enough level. "Returning to last save spot and try leveling up first" is useless if the save point was put INSIDE the "you are locked onto that path" dungeon.
- Attacks which take longer to resolve should deal more damage. Often I attacked wth special power, dealt only 20% more damage than simply striking directly. Plus you must wait for the attack animation for 2 seconds instead of 1. Makes those special powers a bit useless.
- "Strong/Weak vs" defenses should count more. 150% of normal damage is not really enough to make a player switch from "dumb attack mode" to "intelligent strike". double or triple damage is a clear weakness and would make an otherwise weak character suddenly be the start of the show against some monsters.
Anyway thanks for a great game!
Here is a suggestion for part two:
- Less exponentality in power increase. I've seen monsters that deal me 30 damage, then I level up ONE level and then they suddenly deal only 15 damage, next level up again then they deal less than 10! Same principle (reversed) for damage dealt. This makes the game a bit too sensitive to the characters level.
- New characters may be noticably weaker than the initial protagonists, but not too much, unless there is a reason. When my first two character dal 80 damage per blow, and the newcomers deal only 10, they seem quite useless.
- Bella should have a "singing" special skill, i.e. Songs work better with her.
- Less random encounters. In some dungeons it got to the point where you couldn't walk two steps without a fight. Its better to have more interesting fights, than to have incredible repetitions. Having 100+ fights vs the SAME monsters in a dungeon is way too much. Its better to have a shorter game, or create more than one chapter (i.e. split the game into separate games that act like chapters) than to have the kind of repetition this game had. I loved the game, but it would have been a much better playing experience if the total number of fights would have been about 20%-25% of what its was.
- Always let the player backtrack his steps. Its frustrating entering a dungeon that you can't get out of, yet monsters exist in that dungeon a very limited number, and there is no store, and the boss is unbeatable if you're not high enough level. "Returning to last save spot and try leveling up first" is useless if the save point was put INSIDE the "you are locked onto that path" dungeon.
- Attacks which take longer to resolve should deal more damage. Often I attacked wth special power, dealt only 20% more damage than simply striking directly. Plus you must wait for the attack animation for 2 seconds instead of 1. Makes those special powers a bit useless.
- "Strong/Weak vs" defenses should count more. 150% of normal damage is not really enough to make a player switch from "dumb attack mode" to "intelligent strike". double or triple damage is a clear weakness and would make an otherwise weak character suddenly be the start of the show against some monsters.
Anyway thanks for a great game!