I enjoy the game a lot and I normally have had problems with very complex
games.  This one is simple and fits my need for a a side scrolled.  Great
work.  I just bot the game and M enjoying it.  I am not all that good at the
game, but I do enjoy it. 

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, November 16, 2009 5:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New release - The Q9 Action game!

Hi,
Agreed. In all respects Q9 is a classic 80's type side-scroller similar to
Donkey Kong and some of the later Pitfall games. Things like level editors
etc need not apply here. This is exactly one of the aspects where I ran into
problems with Mysteries of the Ancients.
I started out writing a traditional side-scroller along the lines of
Montezuma's Revenge,and I was bombarded with requests for level editors,
save game features, random monsters, random items, etc. After a while as I
added features and updates the game ceased to be what I initially had
planned to create in the first place. In the end I've been very disappointed
in the product while others constantly say how much they enjoy it. Kind of a
paradox disliking the very game others like. 
However, that situation was caused by trying to please everyone else except
myself. I don't want to see Philip make this mistake as well.
Anyway, in my personal opinion adding level editors and such to Q9 would
ruin the classic arcade game feel. The reason I like this game so well is it
reminds me of the type of games I played in my younger years. Sure it has
some modern aspects like random items, random monsters, etc but that
enhances rather than detracts from the game. The game is very adictive and
has a high amount of replay value for me right now. That's all that counts
in my opinion.


dark wrote:
> while more traps would be nice if possible, ---- maybe themed traps 
> for the levels, I seriously don't see what good an editer would do in 
> a game where everything is randomized, sinse I assume the principle 
> differences betwene the levels are the types and frequency rates of 
> enemies, pits and items, ---- and their length.
>
> I don't see how playing with these factors in an editer would really 
> do anything more than the current game is doing already.
>
> Beware the grue!
>
> Dark.


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