Re: [ACT] Milk Megami Marielle (released)
I was hoping i created a better game than that... I was really trying to change people's minds about me for the better.
While making the game I had to take out several challenges because I was afraid people would find them too difficult and assume they werent designed properly.
I wanted to avoid annoying people...
Can i just watch the big one?
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also can I ask, were there any levels you thought were good?
I still have time to try and fix the run or rape level with the minotaurs... and i think i can tighten it up a bit more by removing some of the enemies and adding an alternative...
Does this feel like it would work better? i had a lot of fun dodging the enemies attacks as i proceeded with this design (and i did thin out the enemies quite a bit)
I wrote the review right after I finished beating the game so I may have been a bit harsher then needed. I replayed the first few levels and felt like my original thoughts may have not fully applied. Though, that does go to show how frustrated I got at those few final levels.
If anyone else is reading this, spoiler warning i guess.
Going through again, the forest levels do serve as a good introduction. They are a bit easy, but that's okay for a tutorial setting.
On the tower before the fairy boss, it could use something to introduce the concept of drop enemies to the player, otherwise its
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The harder way would be to force the player to see the enemy is going to drop on them before it happens. An easier way would be to place a health item(or clothing in this case) immediately after, assuming they will get hit, but not punishing them for it.
The boss itself is probably the first annoyance I had, I think it has more health then necessary for a enemy with only 1 attack and such a simple pattern. Since it is meant to be a boss, maybe you could have it alternate between both types of the fairy attacks?
From there, I thought the cloud stage did a good job introducing the shield guys, but a poor job introducing the minotaur, because he is so easy to just skip by. My suggestion would be to have him be by himself towards the start of a new screen, or after a save point, since its a 1HKO, and in a tight spot that is slightly challenging to avoid. That way it doesn't overly punish players who get hit by him, and forces an interaction.
Also I wish you would have done more with the cloud background since it would have given a little bit more variety.
From there, I actually did enjoy the sections where you needed to jump on the slimes, though I agree the shield guy in there throws things off.
I think it was somewhere around here that the alternate fairy type was introduced, this was done well and is an example on how to properly introduce new challenges.
Moving on, I also liked the chocolate packing puzzle. though I would had the pipes either lead to a game over, or somehow communicate to use the R key to restart.
This reminded me that I totally forgot about the robot enemies and conveytor belts in the game. I thought both were introduced in a good manner, then it seems like they weren't seen after that.
On from there we get to the witch boss. Here is were i started getting annoyed again. I'm still not sure if the side to side flying attacks are random, or based on positioning. But I think they should either be slowed down, or be a set pattern. The latter would work better, and to fit with the theme of the boss, the number of swipes could increase as the fight progresses.
That brings us to the mino chase screen, and from there I think just making the change to allow instant retries by not having to deal with the first few pits would be enough.
To balance out the difficulty curve, perhaps you could put in a one or 2 combat heavy rooms without instant deaths. For example, imagine the minotaur chase screen with even more enemies, but without the minotaurs.
Regarding the videos I recommended, I forgot how long they and only a few points would apply so the TL;DR is cheap deaths and damage are bad, m'kay.
Also you are still making better games than Vanja, so you at least have that
