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I expected only an increase in difficulty and some minor changes to mechanics, not a whole new dungeon. That's an impressive level of work for what seemed like just a hard mode hack at first. I'm definitely super interested in this now.
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# ¿ Jul 19, 2019 15:28 |
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# ¿ May 22, 2024 06:34 |
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I'm not sure why we're suddenly dealing with the mafia but I can't say I'm against it, especially with the extra of people reacting to it. The new area looks interesting. I'm guessing it's a post-game for a game that had none, so that should be neat, but also really far from now.
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# ¿ Jul 22, 2019 14:38 |
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Cerebral Bore posted:Gotta say that I'm a bit disappointed that the supposed mafia members aren't talking like some old gangster movie stereotypes. If you lean this hard into the joke you need to go all the way. I agree. I actually find this whole mafia stuff random enough to be funny, but it'd be even better if it went deeper into it.
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# ¿ Jul 24, 2019 02:01 |
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FoolyCharged posted:Yeah, but bluffs are pretty universally bonkers.
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# ¿ Jul 25, 2019 04:02 |
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The boss rematches are a neat idea that remind me of Kingdom Hearts II Final Mix's Organization XIII rematches, all of which were also similarly pumped to endgame (or above) levels despite being fought all across the game. I have to seriously wonder why they're open this early, but regardless, they should be fun once you're actually ready for them.
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# ¿ Aug 9, 2019 23:41 |
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So this hack is going the Absolute Virtue way, huh. That's depressing.
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# ¿ Aug 26, 2019 00:04 |
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I'll join in pointing out this did not look fun at all. The poison especially feels overkill.
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# ¿ Aug 28, 2019 17:34 |
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Rabbi Raccoon posted:Battle length can be a big issue. I remember when I first played Final Fantasy Tactics, and I noticed early on (around Dorter, I think) and I resolved that if a battle ever took over 30 minutes and I wasn't having fun, I'd put it down. RPG battles can get tedious real easy That's a different beast. SRPGs have much longer, but also far less constant battles. Normal RPGs have a bunch of battles, several of which optional, which should not last long nor be that challenging. When they become like that, it becomes a slog, as the player is forced to constantly run back to heal or burn through items to survive, which leads once again to the former with such a limited inventory and the fact that you'll not get a chance to restock at the boss. The random battles here are tuned as if they were individual threats when in fact they all should be considered one whole, as the player will have to go through several of them, unlike a boss battle. And as such, they're heavily overtuned and become far more dangerous than they should be. Exploration should absolutely challenge the player, but this goes overboard. It feels like Final Fantasy XIII, but at least that game had the courtesy of healing you after every battle, so it only had the issue of every battle being far more tasking than it should've been, thus becoming tedious.
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# ¿ Aug 29, 2019 01:18 |
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Honestly, I think encouraging the player to use status effects, especially on bosses, is good and it's something many RPGs seem scared to do, so I'll praise that particular choice. It's still a bit too limiting in how it's used here, but I think Tutankoopa isn't terribly designed unlike the rest of this dungeon.
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# ¿ Sep 3, 2019 13:26 |
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Araxxor posted:If anyone is wondering why in the world that fight was designed the way it is, it was explicitly designed as an HP check to punish you for not leveling up HP. Leveled up wrong? Back to Chet Rippo for you! Wait, this is a terrible idea, no matter what your concept of difficulty is. Paper Mario doesn't give consistent experience, it's based on your level. What if you hit the maximum possible level for this part of the game but didn't raise your HP enough, even with badges? That's an unwinnable scenario, isn't it?
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# ¿ Sep 18, 2019 13:20 |
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Okay, the Bristle thing is bullshit. I can take most of what it does, but attacking before death in a game where your HP pool is very limited and you have no way of cancelling that damage is terrible. You're basically forced to leave the fight in a worse state that you began it even with perfect play.
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# ¿ Sep 29, 2019 13:09 |
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BisbyWorl posted:Let's deal with a Mushroom, Thunder Rage, and Super Soda just to see if Master Quest turned them into a bait option. I agree, entirely because I want to see if they troll the player for choosing the easy options. Badge-wise, Flower Fanatic seems like it'd be pretty helpful.
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# ¿ Oct 5, 2019 16:44 |
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At some point you just accept the princess won't be there when she spends so much of her time kidnapped by Bowser, but taking the whole castle? That does not happen every day.
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# ¿ Oct 12, 2019 03:25 |
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Quackles posted:Wasn't there a Double Fine production? Costume Quest? Costume Quest is really cute and fun but also 100%ing will take you less than a day, it's a very short and easy game.
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# ¿ Nov 22, 2019 14:04 |
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chitoryu12 posted:This might be the first game I've seen that's completely against grinding. Pokemon Reborn. If your Pokemon goes above a certain level, they stop obeying. Unlike Paper Mario, nothing gives zero exp, so you're absolutely likely to get your Pokemon to suddenly stop obeying in the middle of important fights.
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# ¿ Nov 30, 2019 18:06 |
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I see nothing wrong in making a super difficulty version of an already difficult hack when you're being that direct about it being made for extremely few people. I can't say I'll ever understand the people that want it but hey, if they can get it, that's great. I hope it's fun for them.
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# ¿ Dec 27, 2019 14:56 |
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Quackles posted:Not Mega Man Battle Network and/or Star Force, though I wish they were. Actually, according to a leaker that tends to get things right, they're making a BN game right now! It's a motherfucking gacha!
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# ¿ Dec 28, 2019 01:48 |
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I don't think I agree with the stunlocking either. Even if it's for the sake of difficulty, you get one chance at it, and if you fail, you're dead. That's not good design. Also the surprise Koopatrol was no surprise at all, I can already somewhat predict how this hack will work. I was more surprised that they give good exp honestly.
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# ¿ Dec 28, 2019 18:37 |
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Quackles posted:Upcoming Balance Changes: Big Lantern Ghost Well, that's a surprise. I thought it was unfair difficulty but it was just a mistake. I'm glad he's changing it since that was absolutely the wrong kind of difficulty, and for all we've had our issues with this hack, it's usually fairer than that.
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# ¿ Dec 29, 2019 14:29 |
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That only means that the next hack should be Donkey Kong 64: Master Kongquest.
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# ¿ Dec 30, 2019 13:27 |
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Bruceski posted:Just make a DK64 hack that plays the OH BANANA effect for every small banana. Would it pause the game for the whole cutscene every time or would it just play the sound, overlapping it every time you grab a banana?
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# ¿ Dec 30, 2019 20:39 |
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Going from a player and critic to actually directly affecting the game is one hell of a jump. Fitting, considering what franchise we're talking about
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# ¿ Mar 4, 2020 22:35 |
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# ¿ May 22, 2024 06:34 |
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Alxprit posted:The final reward for a massive difficult gauntlet in the game being an element of convenience sounds incredibly backwards. Sure, TTYD had the double item space at halfway, but that was halfway, and it's reasonable you'd get there before the end of the game. I'll second this. This is just really bad design and heavily missing the point of a convenience item. It's like Pokemon giving you Fly after the Elite Four, when even Game Freak realized after over two decades the player should have that immediately.
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# ¿ Apr 10, 2020 03:53 |