31 July 2010, 14:57 | #21 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,608
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Yay! Finally some feedback I tried to make it a bit more 'interesting' and my two alpha testers demanded quite a bit of extra 'spice' you see Hope it's not too frustrating and if, please let me know
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31 July 2010, 15:19 | #22 |
Still an Amiga user
Join Date: Nov 2006
Location: Kent
Age: 55
Posts: 2,715
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It's not frustrating - It's challenging, I can only get around 52% at the moment but I'm working things out slowly... I thought the positioning of the "baddies" in rocking woods was a bit more nasty to be honest (42 and I still use the word Baddies - give me strength)
In RW things would be behind you when you turned around and there is not so much of that kind of thing in this level... you know when you shoot something you then turn only to be faced by something else - that often takes me by surprise... so a few more baddies here and there wouldn't have gone a miss - that's my first thought. The original Fortesque Mansion levels are really tough I think. Puzzles are good in this TCD - makes you want to play it again - 82% is the best so far right? I have been through it a few times and now I understand it is a stand alone I haven't seen any errors so far. |
31 July 2010, 16:55 | #23 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,608
|
Even more enemies... okay Might add a few more 'surprises' then. Note that the enemies are adjusted to it being a world 1 map now (less upgrades for weapon and energy that the player has). If this will be up together with other levels (fingers crossed) the individual enemies will of course be a tad harder
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31 July 2010, 17:36 | #24 |
Still an Amiga user
Join Date: Nov 2006
Location: Kent
Age: 55
Posts: 2,715
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Yes - that's a good point I suppose it does all depend on what stage this ultimately becomes as to how hard it should be,,,
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31 July 2010, 17:39 | #25 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,608
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But you're right, the enemy appearance is too 'straightforward', so I should change that Thanks for the feedback Peter
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