Hi Philip.

just some random thoughts.

Firstly, I do agree about monsters falling into pits, sinse it seems waaaaaay unfair really, pluss it would make tactics in fighting creatures more important.

To compensate for this though, how about adding some more floor obstacles such as thorny bushes which must be jumped, but which the various creatures (due to their thick fur), could run streight through. These could be designated by the same mud boundary as pits, but then a tree ratling in the wind sound.


You might considder other obstacles such as pools of mud which slow your movement so that enemies could get you (very nasty with those wolves), or some static enemies which do lots of damage to you and in turn take lots of hitting to kill, say for example snakes.

In the extra enemies point, I do think those bats are rather cool in the way you must jump to hit them, however they are rather easy to kill given that they can't attack you unless you yourself are jumping. you might considder therefore adding an enemy which flies like the bats and must be attacked with a jump, but which dives down and attacks you once it reaches your level, ---- say vultures or croes as an example.

You might also considder some unkillable hazards similar to the ones superliam, ---- or indeed the monkeys stage of Tarzan jr had, such as rolling or falling boulders, spouting water or flames from the ground which need to be run past, or (for extra nastiness), pop out of pits so that you need to time your jumps carefully.

To balance matters with new enemies, you might considder new weapons or power ups for the player, ---- such as:

spears: longer reach than the club (but not as much as the sling), however not as powerful (useful for attacking those snakes I mentioned sinse you don't need to be close).

Dynamight: blows things up close to you (but obviously you don't get many).

Deus rockit: flies in the air and blows up bats or other airborn enemies without you needing to jump.

potions: kept in inventory to be used with the p key when needed (fewer than simple extra strength power ups).

tracter beam: activated with a single key press (eg the shift key), if used when an item is falling, grabs the item wherever it is, without you having to run under it.

I'll also say, some extra bosses would be awsome, sinse the one we've got is certainly fun but I'm sure others could be added, but I'm not certain how major a change you were planning, ---- these are of course just suggestions.

I'll look forward to seeing the new patch.

All the best,

Dark.
----- Original Message ----- From: "Yohandy" <yohand...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, October 16, 2010 11:21 PM
Subject: Re: [Audyssey] Q9 upcoming patch


If Philip goes with the food and drinks idea, perhaps they could be stored in an inventory for later consumption? Not only could there be food, but how about some monster bait? a poison apple perhaps? or some Holy water that demons could drink that makes them weaker? just coming up with insane possibilities right now that could extend the game's enjoyment lol. P. S. Philip, are you a Green day fan? What's with all the references in the cheats? haha


----- Original Message ----- From: "Charles Rivard" <woofer...@sbcglobal.net> To: "Philip Bennefall" <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, October 16, 2010 6:13 PM
Subject: Re: [Audyssey] Q9 upcoming patch


Monsters should fall into pits if they are not careful, just as the player, or maybe they should lose a bit of strength if they jump the pits. Possibly, points and strength can be gained by jumping and collecting treasure or food? If there is a monster in the vicinity, it could gain strength by jumping and catching the food before the player gets to it, so you might have to be quick! Just a few thoughts.

---
Shepherds are the best beasts!
----- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, October 16, 2010 4:06 PM
Subject: [Audyssey] Q9 upcoming patch


Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are any small changes that you would like to see? The change log currently looks like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the actual game, rather than as a cheat code only. Changed: Fortune fields now have a higher chance of giving rather than taking away strength. Changed: In the regular playing mode, extra strength as well as extra rocks and shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new game, if the previous game had been canceled during a bonus level. Fixed: Fortune fields can no longer make bats mysteriously vanish, they now fail to affect the bats at all as they can fly above them.

Not very impressive as you can see, which is why I'm putting out the question. Thoughts, anyone?

Kind regards,

Philip Bennefall
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