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Carpator Diei posted:Things we now know exist in this world: Shoulda used a gun to kill Akuma
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# ? Oct 25, 2020 22:03 |
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# ? Jun 8, 2024 06:11 |
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I'm from the Netherlands and the 'ou' in Gouda rhymes with 'now' and I will not stand for puns that don't work when you pronounce Gouda right.
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# ? Oct 25, 2020 23:15 |
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Update moved to test page to save on resources. Click the image to read it! DimiPZC fucked around with this message at 16:29 on Oct 27, 2020 |
# ? Oct 26, 2020 13:39 |
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OK, first, that was obnoxiously hard. Also, "We live. We laugh. We love." snuck up behind me and kicked me in the kazoo.
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# ? Oct 26, 2020 18:30 |
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Click the image to descend into hell with me- er, read the next update.
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# ? Oct 28, 2020 01:49 |
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Wow, Wallmaster Beamos sound interesting.quote:Never mind, a Death Lumen killed me. But seriously, the other guy was a much better dungeon designer. This went from "oh, cool" to "this is utter nonsense" very quickly. quote:Utter nonsense.
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# ? Oct 28, 2020 02:15 |
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Hell Temple wasn't fun the first 12 times, still isn't now
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# ? Oct 28, 2020 03:48 |
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So I made a dumb mistake and left out the fact that whenever you awaken a Patra, the music changes to this: Patra.mp3 I fixed it now.
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# ? Oct 28, 2020 04:24 |
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Classic "so you think you're good at Zelda" postgame shenanigans. Seen it a million times in other romhacks / fangames of various intellectual properties that tend to not have very hard challenges generally. There is a balance to be had here, but I do not know what it might be.
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# ? Oct 28, 2020 05:59 |
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Ah yes, the obligatory Bonus Bullshit dungeon.
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# ? Oct 28, 2020 08:04 |
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Jade Rider posted:Ah yes, the obligatory Bonus Bullshit dungeon. I don't know why so many game creators feel compelled to do this.
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# ? Oct 28, 2020 08:37 |
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Alxprit posted:Classic "so you think you're good at Zelda" postgame shenanigans. One might said it's... a Zelda Classic. I'll see myself out.
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# ? Oct 28, 2020 18:02 |
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Click the image to suffer with me on the ninth layer. ...And read the update, of course.
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# ? Oct 28, 2020 20:24 |
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That superboss looks like the complete anthesis of fun. I do enjoy the number of shortcuts you find in the dungeon, that's at least a nice feature.
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# ? Oct 28, 2020 21:20 |
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The finale. Click the image to read the update! There's one more update to come covering Xaya mode, my thoughts on the game, and what I'll be playing next, but consider this the main finale.
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# ? Oct 29, 2020 01:42 |
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Great googly moogly, that was... something.
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# ? Oct 29, 2020 02:22 |
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Okay the placeholder graphics mech got a genuine laugh out of me. What a fun ride to watch someone else deal with.
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# ? Oct 29, 2020 07:45 |
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This whole game was a bizarre rollercoaster of tone whiplash that leaves me thinking that the devs didn't know what sort of game they wanted to create. I really liked the silliness of the first update, and then they forgot all about it and made a serious Zelda game that seemed pretty decent for the most part - which is fair enough but it's a shame they so completely abandoned the initial feel. They remembered a bit of silliness at the end, then had a far-too-serious postgame full of unnecessary bullshit before (in my opinion) crashing and burning here with this lolrandomcheeserofl cringe that might have been funny if they'd just toned it down a little bit. Still, it was interesting to see, thanks for showing it off.
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# ? Oct 29, 2020 09:04 |
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Eh, as far as lolrandom stuff goes, this one was reasonably well-written. Or at least coherent. But why do so many games (not even just fangames) equate ultimate challenges with wasting as much of the player's time as possible? Deliberately using bad game mechanics to make something painful to play might be a bit of a meta-attack on the person playing the game instead of the protagonist, but it's only interesting the first time you encounter it.
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# ? Oct 29, 2020 11:33 |
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Carpator Diei posted:But why do so many games (not even just fangames) equate ultimate challenges with wasting as much of the player's time as possible? Deliberately using bad game mechanics to make something painful to play might be a bit of a meta-attack on the person playing the game instead of the protagonist, but it's only interesting the first time you encounter it. I've seen discussions about this kind of thing in game design before, I think part of the problem comes down to "game designers like making and playing games, so they make game design into a game where the players are their opponent". And that's not a mentality that tends to lead to good end-user experiences. It's trivially easy to make a game that nobody can beat, and doing that is bad game design, but that's where this kind of thinking leads. Some game designers really do seem to think that making players suffer reflects well on them. Or to put a slightly different spin on it, it's "ooh, what can I do to show off how clever I am" rather than "what will this look like to someone playing it". You see this a lot with ROM hacks and fangames especially, because a lot of them are being made first and foremost for the person making them (or maybe a small dedicated audience with specialised skills) and the creators aren't thinking at all about what it's like for a general audience (or any audience). And they're either playtesting it themselves or drawing playtesters from a very dedicated audience, so they're getting very skewed feedback if any at all. It doesn't have to be malice, just indifference. This game started off pretty strong and looks like it had a fair few good moments and well-designed areas, but by the end it just looked miserable. And I have to say, the reward for actually slogging through all of that being "HAHA LOLRANDOM aren't we such trolls" is really off-putting to me. The tone of this has been all over the place, and there's nothing wrong with any one of the particular tones they've used in various places (I didn't hate all the writing in this!) but the combination of this form of humour (which I must admit I don't care for at the best of times) with it being the culmination of everything this game put you through just feels like a slap in the face to me. This is not the note you want to end your game on, especially if you've just finished torturing them with a helldungeon.
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# ? Oct 29, 2020 14:16 |
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Explopyro posted:I've seen discussions about this kind of thing in game design before... Don't wanna hijack, but I just wanna say that I'm not dead, neither is Paper Mario Master Quest, and we're working on it. And also on making it well-balanced, because some of Explopyro's complaints about the difficulty have been relevant in that game at times.
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# ? Oct 29, 2020 17:53 |
Explopyro posted:I've seen discussions about this kind of thing in game design before, I think part of the problem comes down to "game designers like making and playing games, so they make game design into a game where the players are their opponent". And that's not a mentality that tends to lead to good end-user experiences. It's trivially easy to make a game that nobody can beat, and doing that is bad game design, but that's where this kind of thinking leads. Some game designers really do seem to think that making players suffer reflects well on them. to be fair, for the case of most rom hacks you can argue that the point of them is to provide the challenge for the people with said skills. However, even then you do still run up against a design that is legit challenging and one that just punishing. Recovery, I think, is big way of ameliorating the later in favor of the former-- the sting of defeat isn't nearly so bad when you just respawn right at what got you rather than re-trekking allll the way from the beginning or wherever.
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# ? Oct 29, 2020 17:58 |
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I guess you could say this
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# ? Oct 29, 2020 20:51 |
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I think the issue could, as ever, be made out as "everyone needs an editor." Unfortunately, the deeply insular fan-community of something as niche as LoZ romhacks and the tendency to shout down critique makes such a thing difficult. Which is how you end up with hard for hard's sake nonsense and monkeycheese. Interesting to see overall though, thank you Dimi.
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# ? Oct 29, 2020 22:34 |
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Click the image to read Xaya mode. Now, as for my postmortem... This quest is really fun for the most part! When it came out, all of it's items had never been seen before and were really unique. The dungeon design was excellent, and the quest was really funny at moments. This was the first Moosh Russ collab, and both of them would go on to collab again many times. Where the quest falls apart is sadly on the Russ end of things. The overworld is fantastic, Russ makes great overworlds. The caves though tend to err on the side of harder than the dungeons though, with precise wind platforming, annoying block puzzles, etc. When Russ got most of the control, a lot of the jank started coming in. Russ is a person who takes ideas, and pushes them far beyond the logical conclusion without any regard for whether you should even if you could. Moosh made the Wall boss and part of the Creator's Realm (namely, everything you play up until the bridge falls); granted, these parts aren't too good either. Moosh isn't entirely unproblematic either! Level 2 wasn't that great, and was kinda tedious. Both of these creators made both great parts of the game and bad parts of the game, though Russ generally was responsible for the worst of it. On the other hand, Russ made an easy (if janky) true final boss and wrote some of the funniest dialogue in the quest, even if some of it falls flat and just ends up being . This quest is short, and if you play just the main quest it doesn't overstay it's welcome. It's a very nice quest. The biggest things though are bits of polish. Names showing up next to text boxes, which was never seen before; a full .mp3 soundtrack (which, at the time, was really new, as most quests used midi), which ended up being a standard for future major quests; and dialogue that changes based on context (which, while not fully explored in this quest, is more than most quests can say). The fact that this was made originally in 2 weeks is insane. The 2 week version didn't have Xaya mode or the Postgame, but it was still really well done for only being 2 weeks. Overall, it is a very good quest. It is currently the 3rd highest rated quest on Pure, and for a while it was number 1 before it got dethroned by two other quests. While I don't think this is the definitive "this is what all quests should be!, it is still a really fun quest overall, and I quite enjoyed it. It's earned it's place on the leaderboard IMO, even if I don't think the ratings mean much other than telling you a general idea of whether you'll likely enjoy a quest or not. I'll probably update the OP with links to these updates once I get off my arse and make banners for them (or rope someone else into making them for me), leave this thread open for a bit, and then archive it. However, you might be wondering: Dimi, what are you going to play next? Well, you see, this LP was sort of practice. There is a quest that many people in the community have told me to play, a quest that's been out for years. A quest that I've seen horrible, magical things of. This quest is infamous in the ZC community. This quest is hosed up enough that I'm going to put a general content warning on the LP. This quest's use of the english language is... indescribable. This quest is horrible fanfiction of the highest level. Ladies and Gentlemen, next time: I play Ballad of a Bloodline. See you all then.
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# ? Oct 30, 2020 04:04 |
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Congratulations on getting through your first LP successfully! DimiPZC posted:There is a quest that many people in the community have told me to play, a quest that's been out for years. A quest that I've seen horrible, magical things of. This quest is infamous in the ZC community. This quest is hosed up enough that I'm going to put a general content warning on the LP. This quest's use of the english language is... indescribable. This quest is horrible fanfiction of the highest level. Ladies and Gentlemen, next time:
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# ? Oct 30, 2020 04:20 |
Your voice sounds fine! The only way I can tell is because I have a decade of experience with my own voice and I know how it works. It seems to me you are at that phase where's mostly consistent but tiring (vocally) to use? That'll pass with, as everything, practice.
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# ? Oct 30, 2020 04:22 |
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My voice is the one that goes "Blood Lasso? Yes!" in the middle of it. It sounds not at all feminine and just sounds nasally
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# ? Oct 30, 2020 04:41 |
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quote:Yeah, he's gone completely bananas. I knew some line like this was due eventually, and my faith is rewarded. Looking forward to your upcoming LP of the Zelda Train Wreck.
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# ? Oct 30, 2020 06:16 |
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Thanks for all this, I enjoyed it immensely That was already quite professional for a first LP.DimiPZC posted:This quest is horrible fanfiction of the highest level.
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# ? Oct 30, 2020 11:34 |
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Well, good luck with... that. Whatever it is.
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# ? Oct 30, 2020 11:42 |
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I have never heard of this quest before, but if it's as much of a trainwreck as you say it is, I'm looking forward to it
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# ? Oct 31, 2020 04:20 |
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I'm here for the next trainwreck
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# ? Oct 31, 2020 13:53 |
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https://forums.somethingawful.com/showthread.php?threadid=3946219&pagenumber=1 Next trainwreck can be found here.
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# ? Nov 1, 2020 03:12 |
DimiPZC posted:My voice is the one that goes "Blood Lasso? Yes!" in the middle of it. It sounds not at all feminine and just sounds nasally Oh dear. Egg on my face https://forums.somethingawful.com/showthread.php?threadid=3913464&userid=165971#post506589008
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# ? Nov 1, 2020 08:02 |
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Watermelon Daiquiri posted:Oh dear. Egg on my face ohmigosh thank you! ^.^
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# ? Nov 1, 2020 10:12 |
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# ? Jun 8, 2024 06:11 |
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This was really interesting, thanks for doing it! Looking forward to the clusterfuck of the other mod too.
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# ? Nov 1, 2020 10:59 |