QUOTE(Pokemonmaster64 @ Apr 22 2010, 03:03 PM)
My gripe with the original bosses is that if you set up the room to be an obstacle when fighting, the boss could become too hard and the aspect of fun is lost. However, if the boss room is left open, the boss becomes a "been there, done that" situation and feels very anticlimactic at the end of the dungeon. Taking the boss' strength and room setup into account, one must find a balance. Your Woeful Pit looks a bit imbalanced to me. With the position of the traps and shooters, there seems to be almost no way to survive unscathed. When designing bosses, I like to attempt to make it difficult, but possible to defeat (with some skills) and not take damage. If you plan on using that room in a quest, I would recommend you either remove the constant trap, or lessen the number of fireball shooters.
Thanks Pokemonmaster64. I've played the room a bunch of times...it's very beatable given the items and health you should have by that point in the quest (and I'm not particularly good). I am definately not going to make it
less dificult
. If you play some of DarkFlameWolf's quests you'll note that she does similar things for her bosses (and just random dungeon rooms). Yes, some of them are quite hard, but hard can be a lot of fun.
In my book, if you're not taking
any damage then it's probably not nearly hard enough...
For instance, think of Twilight Princess...the boss battles aren't that fun to me...they are pretty easy...in a Zelda game I want it to be enough of a challenge that I at least have to use a potion...take Metroid Prime as another example...I died several times before beating some of those bosses--but that made it fun.
I don't think a ZC quest should be super hard...they should be relatively fast compared to games published by a professional company, but I wouldn't want to have a game that I could get through with out getting hit, or dieing a few times.
Everybody has their preferences though.
Edited by Jupiter, 22 April 2010 - 03:17 PM.