I think it's time to get some other people's eyes on this.
This RPG level-set has 6 essentially feature-complete levels (plus a brief tutorial) out of a planned 7, and development has more or less stalled for me on that last level. The last time something like this happened was with Funky Grapple, where I stopped working on it for quite a while before coming back to the last "
tier"
(level equivalent) with little memory of what I'd been doing before. Rather than have the exact same thing happen to me here, I'd like for some of the down-time to be spent with other people taking a look at what's here so far and maybe me refining that a bit.
The main gimmick of this level set is laid out in the first, "
tutorial"
level. Basically you have a "
party"
of two player characters who each have their own HP/ATK/DEF and equipment. One of them always has a grappling hook; the other always has flippers. They share keys, GR and REP, the latter of which can be used in the late game to trade HP between them and (in the barely-started final level) to trade ATK and DEF at an even higher price. This basically means that a lot of monsters and prizes implicitly include a choice of who to benefit and whose HP to spend. Most rooms contain a special tile which you can step on to swap between the two party members, but some areas are deliberately restricted to one or the other to require some degree of stat balancing.
Scorepoints are designed a bit specially to accommodate the gimmick. For the most part, bosses who only one of the player characters can kill have one scorepoint for each choice which only considers the stats of the one who killed the monster, plus a separate scorepoint measuring the
combined stats of both player characters. Bosses who require cooperation from both brothers will track both of their stats plus the combined stats with 3 separate scorepoints.
There are two skeleton keys available throughout the level set. The plan is for the final level to include two bonus bosses, each of which requires a skeleton key to reach and has a scorepoint for beating it,
and to have a special scorepoint for beating both of them and then killing the final boss. For this reason, I'd appreciate testing out (after you're done doing the level set 'normally') of a "
challenge run"
where you hang on to both skeleton keys; I know for a fact this is possible.
Aside from that, just some stats from other people for the end of the 6th level, Twisted Maze, would be useful to know for eventually setting up the final level. That's in addition to, of course, general feedback.
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109th Skywatcher
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[Last edited by Xindaris at 08-01-2024 04:21 AM]