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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