netherus666
Member
- Joined
- May 7, 2018
- Messages
- 91
- Reputation score
- 19
@CrazyPerson I agree with what you are saying in a general sense, and these thing should most definitely apply to most games that are trying to be, or seem well made. However in this case it's hard to make a judgement based on this particular game because we do not know their intentions for the game, other then the theming and basic functions. We don't know whether they had time restrictions or what the skill level of the developer was, specifically in coding as that is where the randomness is created, this is not intended to be a negative criticism of your previous thoughts.
I do think that if another game is made the the same developer i would like some more thought out pathing, at least for most of the enemies, especially if it is a time based system like this one. you don't need randomness, limited lives/continues and time restraints to make it challenging, there are much better and more fun ways to accomplish this.
The only reason such methods existed in retro games to begin with, was for arcades to get you to spend as much money on continues/lives as possible to go along side an addicting play style that was easy to grasp but was "hard" due to its unpredictability and limited programming capacity. For systems such as the Nintendo or Sega they to had limitations to how much they could achieve with such a small amount of room for development, so in order to make the game seem like its lasting longer as well having a high difficulty, they used similar methods to the arcade games of that time. In the years to come, as game systems were able to run more elaborate games, this old method would die off, and become the much more favored simple continue/checkpoint system we have now.
we are much more capable of making insanely large games with massive worlds and stories to explore, having it be stopped by such redundant things such as limited lives and the like would not a very smart way of doing things.
All of the last half had nothing to do with @laek's game, i just wanted to rant a bit
I will say for one last general thing, i believe that developers no matter how big or small should be allowed creative freedom, and if that developer wishes to sell their product then they should be allowed so long as the developer does not fill their followers heads with illusions of thing they will never get. Be true and honest about what they are making and with that mindset you should always have loyal followers willing to buy whatever you make because they trust in you.
Now i'm off to have a beer, much love to all who would accept it
I do think that if another game is made the the same developer i would like some more thought out pathing, at least for most of the enemies, especially if it is a time based system like this one. you don't need randomness, limited lives/continues and time restraints to make it challenging, there are much better and more fun ways to accomplish this.
The only reason such methods existed in retro games to begin with, was for arcades to get you to spend as much money on continues/lives as possible to go along side an addicting play style that was easy to grasp but was "hard" due to its unpredictability and limited programming capacity. For systems such as the Nintendo or Sega they to had limitations to how much they could achieve with such a small amount of room for development, so in order to make the game seem like its lasting longer as well having a high difficulty, they used similar methods to the arcade games of that time. In the years to come, as game systems were able to run more elaborate games, this old method would die off, and become the much more favored simple continue/checkpoint system we have now.
we are much more capable of making insanely large games with massive worlds and stories to explore, having it be stopped by such redundant things such as limited lives and the like would not a very smart way of doing things.
All of the last half had nothing to do with @laek's game, i just wanted to rant a bit
Now i'm off to have a beer, much love to all who would accept it