Midootje wrote:
is the tetraminos game still not accessible or am I missing something? I can see that there's still one secret room I'm missing, but I can't believe it's anywhere else.
It's still missing until I finish scripting it (which seems less and less likely, unfortunately). But getting a score of x or higher would have taken you to a secret room as an extra reward for winning it, in addition to a stat increase based on your score.
Stats: 6738/1347/245/31/23/5/3, score: 8648. In the 'medium' ending, I had over 10000 points!
I'm wondering if getting a higher score for the Average ending is a bit weird. I know the Average Ending and Best Ending are different score categories, so the numbers wouldn't compete, but still. Shouldn't you get a better score for the better ending? What do you guys think?
And once more about the adder in AA: 2N2E, is it there for a purpose? The trapdoor seems useless, because it doesn't help you put up black doors to jump over. Or, once again, I might be missing something.
It's to prevent anyone from equipping the Master's Pendant, killing most of the snake, leaving and dequipping it, then returning to kill the last part of the snake to get the achievement. If you want the achievement for killing the adder without the Master's Pendant, you can't *ever* use the Master's Pendant. (Although this is now obsolete because of something mentioned below.)
Nuntar wrote:
GG cutscene still has "hights" for "heights"
Altar script still has "nevermind" and "anytime"
One of the AA entrances has "auxillary" for "auxiliary" and "endeaver" for "endeavour" / "endeavor". And it's "tetrominoes".
All (as far as I noticed) level entrances are set to display every time. Some of them clearly would be more appropriate to display only the first time you enter the level. You'll have to decide what's best for each one.
Ah, thanks. Looks like I'm not as great at spelling as I thought I was. Got these fixed.
SS 2N1E: is it deliberate that
Click here to view the secret text
×the eye tunnel is very easy -- just kill the first, then you can kill the rest with your sword?
Oops. Not intended at all. Fixed.
SS 1N3E: is the orthosquare needed? It makes the ATK really hard to get, so it isn't a real choice at this stage.
I've actually always collected the ATK gem there, so unless I've never been optimizing well, I'll leave it.
Rattlesnake music still persists.
I hate these little bugs. Fixed.
However, in 4E, I can't see that it would ever be worth giving up two green keys, or one green key and over 1000 HP, for one yellow key and some ATK when there are much cheaper ways to gain ATK
I agree, so I've changed some things around.
TT 3N2E: dropping the trapdoors doesn't lower the cost enough to be a worthwhile choice
Now there's only one waterskipper, though whether or not ~500 HP for a saved yellow and green key being worth it is much better than before.
Nuntar wrote:
It's not quite true, as the scroll implies, that you have to get only ATK boosts to reach the secret checkpoint; I got one HP boost (to help me defeat that weird egg thing) and have enough GR for a further four boosts of my choice (but I'm saving the GR for the next level).
I knew it wouldn't *really* be necessary for all the upgrades to be ATK or DEF, but I figured it would be pretty close. I think I'll update the scroll to reflect this.
The downside is, towards the end, a hell of a lot of running around switching the Grappling Hook and Master Pendant back and forth. Please script the Command key to let us switch accessories once the player has both (and swords, once he/she has the Wyrmsmiter and RBS). You don't need to provide an Inventory room -- just a Question command would do the trick nicely.
Heh. I'll add exactly that. But first, a little history. In my previous level set, Break Out of Jail!, there was a rat race (item swap meta-puzzle spanning the entire hold) to get the Invisibility Potion. The problem was that the hold was long, and there wasn't any way to get around faster, so the rate race took an unpleasantly long time to finish. I think that was the biggest criticism leveled at BOOJ, and it could have been entirely fixed if I had just added an inventory system. I wish someone had mentioned it before I submitted BOOJ, so thanks for bringing it up now!
In the end, I think you did a great job of making this an interesting but easier hold. I never felt completely stuck, but I constantly felt challenged to find the right way to approach the puzzles, knowing that just wading in wouldn't be enough to get me through.
Yay! That was my exact goal for this hold from the very beginning.
Some of the DROD-like puzzles are nasty -- but they're not compulsory to finish the hold.
This isn't a response to anything, I'm just curious which puzzles you thought were nasty. I'm glad you think they're challenging; I've always thought an RPG hold shouldn't be focused around just resource management.
I also like the fact that the key surplus is well-handled by providing plenty of opportunity to use them to replenish HP or reach crucial ATK thresholds.
That's another lesson I learned from BOOJ. Not everybody needs the extra HP or ATK, but it's great for those who need it and also have plenty of unnecessary keys.
komachi wrote:
I used the speed potion for the oremite shield because I don't know where was the wyrmsmither.
The Wyrmsmiter is west of 2N5W.
When i explored almost everything in Alphine Antre I returned to Turbulent Tempest to the bonus room, I wanted to kill the wubba that have 300 ATK, but he had 15000 of ATK, same with DEF wubba have 15000 instead of 500. I think this is intended to avoid get the bonus when you return to the level.
Exactly right. You can only get a scorepoint if you reach the ATK or DEF goal while still in the level, since AA inflates your stats and cash so much it would make the challenge trivial if you could come back to it.
Thank you, everyone, for playing this version. I'm working on the next version as we speak, and it's looking cool so far!
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[Last edited by 12th Archivist at 01-01-2014 10:50 PM]