Nov 6, 2008 at 7:29 AM
Join Date: Oct 15, 2007
Location: Nowhere
Posts: 1920
Age: 31
Arthur is so kawaii!S. P. Gardebiter said:Just perfect.
Arthur is so kawaii!S. P. Gardebiter said:Just perfect.
It looks more like an edit of the robot soldiers to me... :/Kaeso said:It's an edit of Flying Gaudi
Celtic Minstrel said:It looks more like an edit of the robot soldiers to me... :/
Leix said:I mean, when Doc got there the ex-crown bearer was already completely rotted!
Brickman said:Interesting mod. Not too exciting yet, but it could become so. I'm afraid I'm gonna have to provide some legitimate criticism, though.
Sand zone feels way too empty of life. Obviously the enemies from there in the original game are more than you were planning on for this early, but I think it'd look a lot nicer if you scattered some of the small medusa-enemies throughout it and threw in a couple of those "back and forth between walls" guys who were originally present in egg corridor and the beginning climb of sand zone. Not enough to be a threat, but enough that the level's not empty. Of course, the polar star's only level one at that point, so killing even the baby medusae would take an annoying number of shots unless you gave the player a small box of energy crystals before leaving the house.
The cave's way too big. I wouldn't mind (much) if it were just two or three screens across, but as is it's long and tedious to traverse, with nothing particularly interesting to see either except at the ends. It also isn't all that fun--levels designed like that are fun if you have the fireball, but if you're stuck with the polar star hitting enemies on the ground is annoying. Meanwhile, none of the enemies even make the pretense of trying to hit you or even get in your way except the critters and the gravekeepers, which is kinda ironic since the first boss is fought with considerably less health (and one less weapon) than in the original. I not only could have beaten it without shooting, I WOULD have if I hadn't needed to level up the polar star, not from a challenge standpoint but a "no point" standpoint. Take another look at the original first cave--there's sharp elevation turns coinciding with the bats, such that a straight-line path takes you straight through the MIDDLE of their flight area, rather than the very bottom tip (or under them entirely such that you have to time your jump properly to get close enough to shoot them from below). Didn't make them a threat, but made them feel legitimate by establishing that if you didn't attack and weren't careful, they "could" hit you. Basically, that area could use a remodel to be shorter and better utilize its enemies.
Anyways, if you're gonna make the crowbar into a second knife, I'd suggest reductions in not only range and damage but also rate of fire. Otherwise it'll either still make the early game too easy for those who like the knife or be useless for those who aren't experts with the knife.
edit: PS: I love the flying robot, but doesn't he need a "knocked on his back" sprite for the second inbetween landing and exploding? A fall sprite isn't enough.