Feb 29, 2012 at 2:32 PM
Join Date: Jan 26, 2012
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Posts: 292
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There were probably a few corrections, but nothing major I think.Really? I could have sworn that there was even more changed dialog in this version.
I don't think it's that big a deal. Even if you fall for it once, it's not that different from missing one of the fan powered jumps that take you up there, and once you know, you will of course check the map and fireball your way through.Well, I'm sorry to say, but just because you've either been saving an idea, or because it's an unused element from another mod, doesn't necessarily mean that it's a good idea.
And why not? They are essentially acting like deathtrap spikes, only fancier.Yes, but it's still annoying not to be able to evade them. The Cave Story engine was never meant for that.
How many games let you restart immediately before the final boss fight?I really shouldn't have to do that. The command tower NEEDS another save point somewhere. I died during the assasin fight, and started al the way back at the sanctuary.
Not many. Take Ocarina of Time. You can save right in front of Ganondorf's door, but you'll still reappear at the bottom of the tower and after the fight you will have to escape the collapsing tower.
This is not at all different.
Hehe... I guess it isn't that big a deal then, is it?Meh, it's alright.
But I do see how that section might evoke a groan or two from players... like I said, I just am not sure how much shorter it should be (or what to replace it with... back to just a straight path of sand?).