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Zelda Projects / Re: [DEMO] *UPDATED* The Legend of Zelda: the Elemental Crystal
« on: January 13, 2009, 04:41:40 am »
Pretty exciting, I think. You've got most the monsters down (except the skulls who should jump), and I saw no graphical glitches. I did encounter a few bugs, which I post towards the end of my post, but first: a few things I noticed in my playthroughs.
Firstly, some monster instances need to be disabled when they're not on the screen, like the witches that shoot at you right when the game starts. I found my self constantly trying to dodge random fire with no sight of where it's coming from. IMO, the player should always be aware of what's shooting -- It gives the player a goal.
"Okay, these things are shooting at me. If I destroy them, then the shooting stops too!" -- You know? I don't think this is intentional, by the way. I do think it should be adjusted. Doing this will also increase the frame rate, providing smoother game play.
Next point, some monsters shoot too much. I'm eyeing the octorok here. One shot two pellets at the same time! Tone it down some, will ya! >_< These guys are supposed to be push-overs. Balancing the enemies helps balance the learning/difficulty curve. Also, the enemy placement feels a tad random, but I don't know if this is just a "test level" or what, so I'll drop that.
Third -- there's too much stuff on the screen at any given time. Link has two HP/Magic bars! One that sits camaflouged in the upper part of the screen, and one that's always following him around, which gets in the way at times. I say remove the one following the player, and resprite the bar in the corner, so it stands out a bit more.
The enemy's HP bars also clutter up the screen, and it becomes even worse when they bunch up on each other (first cave with the sword). I suggest hiding the guage until they are hit, or drop the bar all together, using only numbers to tell the player how much damage was done. Sooner or later, players will start noticing how much damage it takes to bring a monster down.
Bugs:
- [Frequent] When opening a chest, Link will sometimes swing his sword before the textbox appears. After the interruption, the sword starts charging until the user presses and releases the sword key (which I think should NOT be shift, btw. )
- [Frequent] When respawning from falling down the hole, Link will often get stuck on the edge of the hole, unable to move despite the user pressing the appropriate keys. Continuing the game after being killed while stuck on the edge of the hole restarts the user at the same position -- Still unable to move -- thus placing this bug under "Game Killer". (Dun-dun-duuuuuun!)
That's all I have, right now.
Edit - Hey, 100 posts!
Firstly, some monster instances need to be disabled when they're not on the screen, like the witches that shoot at you right when the game starts. I found my self constantly trying to dodge random fire with no sight of where it's coming from. IMO, the player should always be aware of what's shooting -- It gives the player a goal.
"Okay, these things are shooting at me. If I destroy them, then the shooting stops too!" -- You know? I don't think this is intentional, by the way. I do think it should be adjusted. Doing this will also increase the frame rate, providing smoother game play.
Next point, some monsters shoot too much. I'm eyeing the octorok here. One shot two pellets at the same time! Tone it down some, will ya! >_< These guys are supposed to be push-overs. Balancing the enemies helps balance the learning/difficulty curve. Also, the enemy placement feels a tad random, but I don't know if this is just a "test level" or what, so I'll drop that.
Third -- there's too much stuff on the screen at any given time. Link has two HP/Magic bars! One that sits camaflouged in the upper part of the screen, and one that's always following him around, which gets in the way at times. I say remove the one following the player, and resprite the bar in the corner, so it stands out a bit more.
The enemy's HP bars also clutter up the screen, and it becomes even worse when they bunch up on each other (first cave with the sword). I suggest hiding the guage until they are hit, or drop the bar all together, using only numbers to tell the player how much damage was done. Sooner or later, players will start noticing how much damage it takes to bring a monster down.
Bugs:
- [Frequent] When opening a chest, Link will sometimes swing his sword before the textbox appears. After the interruption, the sword starts charging until the user presses and releases the sword key (which I think should NOT be shift, btw. )
- [Frequent] When respawning from falling down the hole, Link will often get stuck on the edge of the hole, unable to move despite the user pressing the appropriate keys. Continuing the game after being killed while stuck on the edge of the hole restarts the user at the same position -- Still unable to move -- thus placing this bug under "Game Killer". (Dun-dun-duuuuuun!)
That's all I have, right now.
Edit - Hey, 100 posts!