Tim wrote:
Blondbeard wrote:
Don't worry though. The hold is very good. It just needs those few finnishing touches.
I'd say the hold needs a lot of polish.
I fixed the bugs you mentioned. What other things need polish? After all, you did mention a
lot of polish, leading me to believe there are many things that could do with work.
EDIT:
The Stew Boy wrote:
Some thoughts/questions:
- Releasing the water back on Block D does not affect the pit in the top left-hand corner of 3N3E. (What's the point of releasing the water anyway? I don't see why a bit of HP and a couple ATK and DEF gems are worth a blue key.)
Got that fixed. I figured that the gems and HP may seriously help the player if they didn't play through Cell Block D very well.
- Are you supposed to be able to kill the gel mother in Imperial Defence: 6N7E in four hits?
Yep. You can cut any path through the gel.
- If you spend a couple green keys in ID: 5N5E, you can get the health and blue key almost for free, is this intentional?
Yes. Does the player have a lot of green keys? Maybe I should change that...
- I found it amusing that the serpent in 4N6E dealt less damage (0) than the adder (about 400).
The serpent deals a fifty damage less than the adder. It is pretty funny, but that might make the rewards too easy to get.
- In ID: 3N 6E, I went partway up the plate chain with the brain, killed it, then jumped back and killed the adder, and was thus able to get the Slayer's rewards a bit out of order. Is this bad?
It's unintended. I fixed this by replacing the pit between the adder and the brain with walls.
- I never used the second merchant, because it seemed to give a worse deal - 4 times the money and 3 times the HP for 3 times the ATK and less than 3 times the DEF, IIRC.
Hmm... I do agree that the second merchant is more costly than the first... I'll change this is the soon-to-be released version.
- I didn't get anywhere along the accessory chain (unless you count the hook/flippers). I'm assuming it starts with that lucky greckle back in block A? I accidentally spent a green key on that without noticing, but didn't end up needing it anyway.
Yep. That's how you start the accessory chain.
- Is there truly no way to get back to the main part of Imperial Defence after you jump across the trapdoors?
There is a way. You just need to think outside the box.
- Also, what am I supposed to use either speed potion on (although I didn't go for the one in block A), considering that I can't bring either across to the final part?
The speed potion in IP: 3N 4E is used to make the puzzle in that room a lot less devastating to your hit points. It shouldn't be able to be taken out of the room, at least without significant HP loss.
The speed potion in Block A can be used on almost anything, but it is part of the accessory chain and is supposed to be used in Cell Block D: 1S 1W.
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[Last edited by 12th Archivist at 09-13-2010 02:25 AM]