Quality of game: Animation inspired off Pokemon Ranger (Nintendo DS) the guitar player villian, gameplay inspired off Kirby and the Amazing Mirror, cosplay inspired off Zelda Wind Waker.
Vision: Adventure game, random battle, platformer.
Weapons will be set, always simple to paste that in. I'm changing 2 theories: random battle & gameplay inspiration (Kirby and the Amazing Mirror).
Platformer is my goal, and I have some bonuses for my game which fit into any category.
Is fast-paced play a good idea? Because I want the gamer to think before they act rather than rushing in, but I always enjoyed good combo attacks, which is where the random battle idea comes in. I'm thinking that may be annoying because of how quick the battle goes, but I could keep the random battle basis, but turn it into "what" that effect will be.
The random battle needs to be loose, so that it doesn't draw away from the field of play. Even if I were to create a doppleganger field, it would still look off from where the player left off.
Last off, lots or fewer monsters? Or in-between (that's confusing, so state a value, lol..) which would make sense, but to benifit the weaker to stronger monsters/enemies.
Antagonists are a bugger, but not seeing the antagonist until the final battle always peeves me off (*cough*Castlevania 64*cough) even with a mystery. Too much of the Antagonist makes them look like a nutcase, any ideas on when is a good time for the antagonist to appear so the suspending annoyance isn't there?
Lone Design: Looking for Ideas Random Battle vs/ps Fast-Paced Play
Started by airikita, Jan 23 2007 03:38 AM
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