Comments on: Roaming Monsters, Potions, Updated Game Over http://tinysubversions.com/2009/02/roaming-monsters-potions-updated-game-over/ Wed, 10 Sep 2014 18:53:13 +0000 hourly 1 http://wordpress.org/?v=3.8.1 By: Trevbot http://tinysubversions.com/2009/02/roaming-monsters-potions-updated-game-over/comment-page-1/#comment-5010 Mon, 22 Nov 2010 02:39:27 +0000 http://tinysubversions.com/?p=1124#comment-5010 That’s a great idea like a deep sound could represent a big buff monster but a whiny high pitched one would sound like scrawny little pipsqueak.

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By: David Ludwig http://tinysubversions.com/2009/02/roaming-monsters-potions-updated-game-over/comment-page-1/#comment-3925 Mon, 23 Feb 2009 01:19:00 +0000 http://tinysubversions.com/?p=1124#comment-3925 The game looks nice. Congrats on the work! :-)

For level transitiona, I wonder if using a Gauntlet-style exit block would make sense, one where you step on them to teleport to another level.

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By: Andrew http://tinysubversions.com/2009/02/roaming-monsters-potions-updated-game-over/comment-page-1/#comment-3922 Sun, 22 Feb 2009 15:35:00 +0000 http://tinysubversions.com/?p=1124#comment-3922 I’ve enjoyed seeing this go along :)

Seems like a fun portable experience akin to any other rougelike.

The limits of the setup seems fun to work around :) Maybe you can use sound to show how difficult a monster is. Player levelling up would be as simple as adding more health I guess.

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By: Ian Schreiber http://tinysubversions.com/2009/02/roaming-monsters-potions-updated-game-over/comment-page-1/#comment-3915 Sat, 21 Feb 2009 06:38:00 +0000 http://tinysubversions.com/?p=1124#comment-3915 Very nice so far, and coming along amazingly fast!

The doors really do need to disappear when you use a key, otherwise it’s too easy to walk through one and get trapped on the other side.

I think three levels of brightness is fine. For monsters, this can represent weaker/equal/stronger relative to player. For player… well, if there’s only 10 dungeon levels, how many times is the player realistically going to level up anyway?

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By: Darius Kazemi http://tinysubversions.com/2009/02/roaming-monsters-potions-updated-game-over/comment-page-1/#comment-3914 Sat, 21 Feb 2009 04:31:00 +0000 http://tinysubversions.com/?p=1124#comment-3914 The problem there is that there are really only two or three discernible levels of brightness on the LEDs within a given color. I could technically use more, but you can only notice the difference between the finer gradients when they’re next to each other. It wouldn’t really work for evaluating the strength of a monster or your character by itself.

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By: Darren Grey http://tinysubversions.com/2009/02/roaming-monsters-potions-updated-game-over/comment-page-1/#comment-3913 Sat, 21 Feb 2009 04:11:00 +0000 http://tinysubversions.com/?p=1124#comment-3913 Very nice! Stats could be hidden, as is fairly common anyway, as long as the player has a simple way of gauging character and monster strength – the idea of using brighter lights for both character and monsters as they level up seems good. Different dungeons levels could be different colours to represent difficulty too.

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