@edwards, on Apr 29 2007, 10:40 PM, said in Forest Map:
(1)The game's speed slows down to nearly-unplayable levels in the "maze" beyond the
green mechanical thing
. This, unfortunately, makes it nearly impossible to gun down the flickers waiting around in there, so they tend to kill me. In fact, if I have any programs running in the background, and leave the main path, the game locks up completely and I die of flicker impacts while the screen isn't updating.
(2)The Big Boss is a nice change from the usual style of bosses in this game. Good job with it.
(3)The final "boss" is too boring. Perhaps adding some large green flickers and reducing its hitpoints would spice it up nicely? There's nothing quite like running away from immortal enemies while trying to destroy something.
(4)I found the exit path, but you might want to put the "to be continued" message in a visible layer, and make the passage itself visible from the Boss room.
1: I've heard this from Teh and Dogbert, but i've never had it slow to anywhere near unplayable on my machine. I'll probably have two maps with the final upload, one with significantly reduced scenery. I'll cut out some of the detail in the next version.
2: Thanks! That was actually one of the things that i wanted to do in this level, one of those ideas i mentioned.
3:I'm assuming you're talking about the
? The latest version (Not uploaded) spices it up quite a bit. Also, rest assured, that is NOT the 'final' boss. There will be more.
4: TBC Message: Heh, i noticed that too. The "Retaining traits from last selected sprite" thing is both cool and annoying. I did that later on with some text that gained the Savering script. Passage: I don't really want to make it visible from the Boss room, i want it to be one of those things that the player gets stuck on for a bit, so they have to look closer.
Thanks for the feedback, Edwards, and i hope you don't mind my borrowing some of the things you did in your Pro Mul Ske entry.