Re: The Fairy, the Succubus, and the Abyss. V1B Tower 1.0 (Updated Feb 11th, 2016)
always getting caught too hard
Admittedly I did not try the three tower levels during my test run. I just now tried it out and the last level is a bit tricky. Plus the switch for that level doesn't seem to work. I'll have to fix that. Oops. >.>'
I'll see about including an optional path that will disable all the patrolling hoverbot things. It might be a while before I can get another update out though.
I'm not sure if it will help but here are a few more hints:
1: You can kill the pigs on those levels. They don't come back and you can often use their spots to hide in. Hallways and doors are very useful to wait in.
2: Watch the robots carefully. Each one has a path that it repeats. You just have to time your movements carefully to get around them.
3: Some robots move in a rapid circular path. You can rest safely in the middle of that circle.
Edit: I'm having some difficulty deciding on the best solution.
What are your opinions on these?
A: Have all the robots on that level shut down once the switch is pulled.
B: You're only sent back to the beginning of the level you're on, instead of being thrown out completely.
C: Add an option where you can bribe someone to pull the switch (but lose the upgrade orb).
I could implement all three. Implementing B would be tedious. A would require a sprite edit (deactivated robot). C wouldn't be too much trouble.
Edit 2: The epilogue at the end of The Tower seems a little long and wordy. I'm thinking about reducing it by about 3 pages.
The mention of the garden doesn't seem important, and the same thing goes for the classroom. Those can both be evident after the chapter's epilogue.
(You start in the classroom and a quest can be given regarding the garden).
Also the "we can't live like this, I have to do something" page just doesn't sit well with me.
So... yeah, I'll probably remove those three pages and reword that one. Opinions?
Edit 3: I've started working on the children and garden stuff. Lots of updating to do. xP
I also did a little brainstorming and re-imagined the end-game. It should be more interesting (now) than the one I previously had in mind.
Of course nothing was implemented so.. probably not important to anyone that might be reading this.
I'll probably be changing the children a lot. They won't need feeding anymore, so I'll probably try to have several conversations you can have with each child.
When they're older I'll probably have random events where they talk to each other, interact, etc..
I'll have to carefully balance everything such that you'll likely have encountered all the previous events by the time you finish the quest that progresses the
time forward again.