Abadon XXX1
2nd Level Red Feather
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- Jun 8, 2004
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indeed deus, now I want to really want to do my mage again
I went through and cut the Stamina growth of every enemy in the game by half. Basically...it's a lot easier now. For an extreme frame of reference, before the cut Paranoia had 4100 Stamina. Now she has 2300. So...yeah.
Brief update on the scope of the changes I'm making:
Just spent an hour making graphics. I hope everyone enjoys the aesthetic change I made.
Working on the Prologue update. There are about 8 tickling scenes before you even leave the Arrival Point, all but 2 leading to a Game Over. You also can't fight at this point.
I went through and cut the Stamina growth of every enemy in the game by half. Basically...it's a lot easier now. For an extreme frame of reference, before the cut Paranoia had 4100 Stamina. Now she has 2300. So...yeah.
Once I get the Prologue redone, I'm going to add more scripted tickle scenes and hidden tickle scenes. More Insta-Game Overs hidden in treasure chests and the like.
Also the menu...I'm happy with the menu.
Included is a screenshot of the arrival point, the place where the Outsider wakes up, that I'm currently revamping. So...yeah...take from that what you will.
Don't start puttin yourself down, man :B LoL has custom sprites and such... But, to be honest, lacks detail. Your scenes aremore entertaining :3
Could be worse, you could be working for 3D Realms.
But Dues can't you make an option for difficulty settings? Like keep the original setting with the new content and the new easy setting also with the new content. I really do not see how this game is really all that hard as it is now. Paranoia was the hardest one there was...but no not really she was not. You just had to get her rhythm down.
Deus to answer a question (most likely rhetorical) u posed earlier about "why play my game" in stead of labyrinth.
To me it's because, as you said, you're a writer first. Which means you'll be more concerned over story than gameplay. Not saying that the gameplay is bad. I think it's fantastic. But I enjoy the in-depth story and attention to detail. But there is interaction so you don't end up feeling like your playing xenosaga.
I think the fact that both are out at the same time it gives people a choice of what are they more in the mood for.
Anyway can't wait for the next update. Always looking forward to it.
The trick with that would be implementing multiple scripts. I'll check right now before I go to bed. Given that I'm using an enemy leveling script...we'll see. Maybe I'll just double the base Stamina or something, we'll see. If I'm going to do that, I may include an extra hard mode as well where enemies have double the original Stamina, if I can do it.
But since most people want this to be a tickling rpg not an rpg with tickling, I'm going to leave the base difficulty with the scaled back Stamina. I'm not touching the other stats, but making enemies essentially die faster should make the majority happier.
My goal wasn't for the game to be impossibly hard. It's not a Me Vs You mentality as I was recently accused of. The reason behind the difficulty is the story. I'm a writer first and a game designer second. And there is a story reason behind the difficulty. Mamono. Are Not. Meant. To. Lose.
The Outsider being able to even dominate a Tickle Fairy is outrageous. The fact that he/she eventually dominates the most powerful Mamono ever born is a testament to his/her special ability.
To compensate for difficulty, I'm adding more non-combat related scenes. That hedge maze? There is a tickling scene down EVERY. SINGLE. PATH. If you go the wrong way, you get a game over tickling scene. If you go the right way, you get a story advancing tickle scene. There are at least 11 tickling scenes alone in the first five minutes of the game. But I've also scaled back the difficulty. If I can find a difficulty setting script, I'll implement my vision and leave in the easier playthrough.
Edit: I've checked but as of right now, I'm going to leave in the option to turn on "Hard Mode" but it doesn't do anything. If you make a new game in hard mode, just know that it's setting it for the future when Hard Mode will actually exist.
Edit: Nevermind, it works now. Enemies on "Dance with the Devil" mode will have 600% their base Stamina, with the reduced growth, which roughly means they'll have slightly more Stamina than they did before the growth nerf.
IE: A level 10 Giggle Goblin now has 78 Stamina
Before it had 150 Stamina
On DwtD Mode it will have 153 stamina.
To play DwtD mode, you'll need to start a new game.
The trick with that would be implementing multiple scripts. I'll check right now before I go to bed. Given that I'm using an enemy leveling script...we'll see. Maybe I'll just double the base Stamina or something, we'll see. If I'm going to do that, I may include an extra hard mode as well where enemies have double the original Stamina, if I can do it.
But since most people want this to be a tickling rpg not an rpg with tickling, I'm going to leave the base difficulty with the scaled back Stamina. I'm not touching the other stats, but making enemies essentially die faster should make the majority happier.
My goal wasn't for the game to be impossibly hard. It's not a Me Vs You mentality as I was recently accused of. The reason behind the difficulty is the story. I'm a writer first and a game designer second. And there is a story reason behind the difficulty. Mamono. Are Not. Meant. To. Lose.
The Outsider being able to even dominate a Tickle Fairy is outrageous. The fact that he/she eventually dominates the most powerful Mamono ever born is a testament to his/her special ability.
To compensate for difficulty, I'm adding more non-combat related scenes. That hedge maze? There is a tickling scene down EVERY. SINGLE. PATH. If you go the wrong way, you get a game over tickling scene. If you go the right way, you get a story advancing tickle scene. There are at least 11 tickling scenes alone in the first five minutes of the game. But I've also scaled back the difficulty. If I can find a difficulty setting script, I'll implement my vision and leave in the easier playthrough.
Edit: I've checked but as of right now, I'm going to leave in the option to turn on "Hard Mode" but it doesn't do anything. If you make a new game in hard mode, just know that it's setting it for the future when Hard Mode will actually exist.
Edit: Nevermind, it works now. Enemies on "Dance with the Devil" mode will have 600% their base Stamina, with the reduced growth, which roughly means they'll have slightly more Stamina than they did before the growth nerf.
IE: A level 10 Giggle Goblin now has 78 Stamina
Before it had 150 Stamina
On DwtD Mode it will have 153 stamina.
To play DwtD mode, you'll need to start a new game.
I'm standing infront of the slug-queen in the ramshackle house.
i got a thief an i cannot do more than 45 dmg per turn. this is useless, since she heals herself more than that.
the way back is closed.
is my game lost?
Once the update comes out, the slug will have less health and will hopefully be defeatable without the giggle goblin. Otherwise, I had to use that in order to beat it because it's capable of dealing more per attack
You needed to giggle goblin to defeat her? I thought tickling her armpits, like abadon has said, was the obvious place to tickle her to get max damage on her.
The weakness of the slug is using armpit tickling
Elemental potions also help as well. Don't be afraid to chuck until you find the one that is her elemental weakness
Once I get the Prologue redone, I'm going to add more scripted tickle scenes and hidden tickle scenes. More Insta-Game Overs hidden in treasure chests and the like.
Included is a screenshot of the arrival point, the place where the Outsider wakes up, that I'm currently revamping. So...yeah...take from that what you will.