Oh wow, lots of responses!
QUOTE(Yoshimi @ Nov 21 2011, 12:18 PM)

Since I am assuming that you will not use the built in almost useless minimap but cook up something clever, I'd say a minimap that's visible while playing (while not pausing the game) would be a good thing. But if it's just a blue (green?) dot somewhere in a blank square I personally don't need it.
Truth. And at the rate I'm going, I won't settle for a dot in a blank square, don't worry.
QUOTE(kurt91 @ Nov 21 2011, 12:20 PM)

The minimap on the passive subscreen never really seemed to be all that useful on its own. I think it would be just fine restricted to the active subscreen, unless you can think of a reason to make it important to have close at hand. If you were to add a compass-like feature to point you in the general direction of your next goal, then it would be useful enough to put in. Personally, I tend to get a LOT more use out of the spacebar-map. It gives more details on where things are, and it's faster to bring up to look through than the active subscreen.
I don't see what problems you've been having in drawing the subscreen, it looks pretty good. I think if I were to recommend a change, though, it's that the health bar seems to blend in with the red background on that part. Could you change the health bar to a different color, so it stands out a bit more?
By the way, I love the idea of the red "pain border" when Felix gets hurt. Are you going to put in a sound effect to go with it? You could have it get slightly louder the less health Felix has.
Oh, people DO use the Spacebar Map? I've wondered whether or not people use it. I'm not used to doing so. (Ask Russ.

I playtested some of his game in RL with him watching, and I kept having to bring up the Giant Map and after a while I was like argharghargh

)
The Health Bar? It changes color.

Dark green at full health, slowly changing to light green and to yellow and to orange and to dark red. There's about eleven colors total. (These go up to eleven! </spinaltap>)
The Red Border isn't when Felix gets hurt, it's when he's at low health and about to die. It essentially replaces the God-awful BEEP BEEP BEEP BEEP BEEP sound effect that you get at one heart-- and also, since this effect always happens at a % of your max health, you won't have like 24 Heart Containers and HAVE to be at only one Heart for the sound to go off. It was always annoying when something killed me at 4+ Hearts or whatever and I had no warning...

(Oh, and that can technically still happen, but another effect that's not shown is that whenever you take damage, the part of your Life Bar that just got lopped off flickers red as it shrinks down to nothing, so if you get hit by something absurdly powerful, you can glance at your Life Bar to get an idea of where you'll be in terms of health if that thing hits you a second time, or if you'll be dead.)
QUOTE(blue_knight @ Nov 21 2011, 12:23 PM)

Schwa, the spin attack is certainly a cool idea. Having it limited by a meter is also wise as well - otherwise power attacks become the only thing that people use.
The subscreen is
interesting but maybe a little too random looking? Maybe when it's finished that effect will be diminished somewhat. It's certainly very creative.

Finally the low health effect is pretty cool, actually. It reminds me of some modern FPS games, it helps make you feel like you're about to die. And I agree, it's much better then the original attempt - not only in size but color (hue and intensity). Orange just doesn't fit for this kind of effect.

Right. I want to make the players make use of everything they have at their disposal, and not rely on just a few things! You could try to "rely" on the Spin Attack, but that would make you do a lot of dodging and waiting and running around, so it becomes impractical. And also not everything can be hurt with the sword.

Randomness... or rather
chaoticness is what I was shooting for. Don't worry, it'll be diminished when there's more stuff in front of the darker triangles.

Also I'll modify it as needed so it doesn't look wonky in places.
The FPS effect was what inspired the Low Health borders. That desperation feeling of "oh god oh god oh god need hearts need hearts no no no aaaaaa"...

It does a better job than the BEEP BEEP BEEP BEEP BEEP which was more like "FOR GOD SAKES I HATE THIS GAME WHERE'S THE GODDAMN HEART", which... isn't a BAD thing, but not what I wanted.

QUOTE(Pokemonmaster64 @ Nov 21 2011, 12:27 PM)

I guess what I liked about the old subscreen was how calm it felt. The new one is like...WHOA MAN! BRIGHT TRIANGLES IN YOUR FACE!

Oh, the irony.

QUOTE(Galactic President Superstar McA @ Nov 21 2011, 01:07 PM)

I for one love the new subscreen. It's not your a-typical ZC subscreen, which really does set the tone for a game that's going to deviate from a lot of the basics that form up a quest (from what I've seen and heard of it, it will anyway). I also dig the slightly-inspired-by-WindWaker-feel to it, though I don't know if that was intentional or not. Good job either way! The new 'low health' effect is also a lot nicer.
Wind Waker feel? Unintentional, but thank you I think!

I've actually never played Wind Waker. (I KNOW I KNOW I told you in Skype I would borrow it from my RL friend BUT I'M A LIAR OKAY JUST SHOOT ME)
QUOTE(blackbishop89 @ Nov 21 2011, 01:08 PM)

I shouldn't have to give my dungeon a theme just for it to be non generic.
There's no such thing as "no theme", technically. If you have a generic non-themed dungeon, then its theme is "non-themed".

Heck, you could make this work to your advantage! Imagine players talking about your Quest; "Man, do you remember the Palace of Neutrality? That dungeon was a damn nightmare." Make them remember such a dungeon for its gameplay rather than its flavor. Chefs make rice taste good by preparing it different ways, you know. Up for the challenge?