Personally, I like having to replay the level when you die.  Hint!  Hint! 
Hint!!  Now that you've been warned, if you don't want the hint, quit 
reading, because here it comes:  Use the swords tactically in case you die 
later in the level.

--
God loves everyone, but probably prefers "fruits of the spirit" over 
"religious nuts!"

----- Original Message ----- 
From: "Dark" <[EMAIL PROTECTED]>
To: <[email protected]>
Cc: <[email protected]>
Sent: Tuesday, July 10, 2007 1:00 AM
Subject: [Audyssey] Monty, my thoughts


> Hi Thom.
>
> well, I've finally! had my chance to try out this game and I like!
>
> the audio is great, and I'm well impressed at the way trapslike 
> disappearing platforms have come out. I also deffinately like the use of 
> Sapi to note the items, sinse it cut down on item sfx needed for the game. 
> The object list key was also helpful, ----- particularly in telling the 
> difference betwene torches and fire. I also notice the sounds for the 
> original game, ------ nice!
>
> I especially like the directional jumping system, it's a really good way 
> of knowing precisely where your character is flying off to, in fact, the 
> platforming sequences are a lot the way I imagined audio conversions of 
> games like Prince of Persia, making heavy use of horizontal structures and 
> memory to represent a vertical environment, as a big fan of exploration 
> games this is something I deffinately liked.
>
> When it comes to platforming though, one thing did slightly confuse me. 
> when your continuously moving and reach the edge of a ledge, you 
> automatically stop. SDimilarly, when standing on a disappearing platform, 
> you can only walk one step at a time. though I can see the point of not 
> letting you run off ledges, I personally did find this made the 
> platforming sections of the game slightly easy, sinse I didn't really have 
> to pay attention when I was pegging along and came to a gap.
>
> Perhaps this could be something which changes according to difficulty?
>
> Also, as I mentioned in another E-mail, something rather odd did happen if 
> I land ontop of a skull or snake. Even on easy difficulty with full 
> health, this would cause instant death, ----- is there a reason for this?
>
> As I said, the exploration and finding treasure aspects of the game are 
> some of my favourites, perhaps you could considder adding a couple of 
> functions to make these slightliy easier such as a "have I been here 
> before" key ala Shades of doom, and maybe markers as well. Perhaps you 
> could also considder adding restart points so that falling down a hole 
> doesn't mean restarting the level, ----- I can guess some of the later 
> levels are quite long. Personally, I didn't particularly use the map, 
> mostly because of the square by square reading (and the fact I'd rather 
> discover things myself). while this might just be me, I did wonder if a 
> scan function ala pinball xtreme would be good for the map, ------ though 
> of course this might just be my lack of patience.
>
> I did enjoy the game background ambience and audio, ----- does this change 
> from temple to temple? I also deffinately like one suggestion I saw in an 
> E-mail a while ago about expantion packs to the game with new enemies and 
> environments, deffinately a good thing, particularly as with a couple of 
> modifications, perhaps some other early side scrollers like Rowland on the 
> ropes (also known as Freddy), Donkey Kong or maybe even some of the Manic 
> mine games could be made available in audio. Perhaps we could even have a 
> temple creater eventually so that we can expand the monti formular with 
> new temples, ----- but obviously the game will have to be finished first.
>
> good luck with it, and I'm very much awaiting the next version (this is 
> one I'll deffinately be buying).
>
> All the best,
>
> Dark.
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