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Poll: Dungeon of the Month 3

Who had the best over-all designed dungeon?

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Who's dungeon did you enjoy playing the most?

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Who had the most interesting gimmick, or puzzles?

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Who made the best use of their tileset?

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#1 Anthus

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Posted 09 May 2016 - 12:49 PM

I'd like to welcome you all to PureZC's third Dungeon of the Month Contest! We are trying something a bit different with the voting, but it should be fun, and give you more options, and points for critique. The rules are simple, download, play, and vote in the poll above. If you are interested in entering the next contest, you may enter at any time. Give this post here a read for complete rules and details before entering, and voting.

This month, we have five entries, and I gotta say, they all look really good. This is probably the most varied contest we have had so far, so I hope people like these entries, cause I did. It also turns out I can't count. I thought today, Monday, was the 8th, not the 9th, so the last contest technically went over for a day, but it's not a huge deal. This contest will run from today, May 9th, 2016, to June 9th, 2016. The next contest should be up on June 10th, but let's not get ahead of ourselves, cause we still have this contest! :D

-----

Please read:
There is a change to the poll this time. You may have noticed that there are now categories for you to chose from. There were originally going to be five categories, with the fifth one being a "haven't played yet" option, but the site only lets you do 4 poll questions. So, unfortunately, there isn't a haven't played option to make way for the more pertinent categories. If people absolutely hate the categories, I can ditch them next time, but this is a trial basis.

The first category, Best over-all designed, is the dungeon that you basically think is the best from an objective design standpoint. The second category asks which one you enjoyed the most. For some, this may be the same as best designed, but this one is more subjective. You may think a dungeon is really well designed, but it might not be as fun to play as others (Example: OoT' Water Temple is designed really well, but not everyone has fun with it). Best use of puzzle/ gimmick is which dungeon you think has the best, and most interesting puzzles or mechanics. The tileset option is your vote for who has the prettiest dungeon, basically. As always, it is highly encouraged that you give each entry a fair shot, before voting in any of the categories.

As a side note, please be sure to include the ZC version. Some didn't, so I'm assuming it's 2.50.2 ;)


Here are your entries:


Naru - "inactive" (ZC2.50.2)

(no screenshots)

Description:
my first attempt to create a quest with a classic-like tileset. cancelled it, but decided to finish at least the 1st dungeon for dotm. it was thought to be played with 1 heart, but I have enough problems already with 5 hearts :D



Astromeow - FunShine DX: Norfair (ZC2.50.2)

U1QNLKR.png6cYvgsD.pngbNVoQx9.png

Description:
You and your friends decided to make an indie game while drunk as kitties titties. This is the result. A Nintendo hybrid Sidescroller. This is a gauntlet, but balanced out enough to drop yer sorry ass when you least expect it.

You play in Super Metroid Norfair upper region.



IntimFuchtler - Hollow Garden (ZC2.50.2)

zelda001.pngzelda002.png

Description:
It's called "Hollow Garden" and it's my first finished Dungeon with ZC and I would like to hear some feedback^^

This dungeon has two floors, two bosses and other scripts. While they are one of my first things created with zscript, I don't think that they are that bad.

While Link was searching for his next destination he noticed a strange Tree in the eastern woods.
Carefully he investigated that tree and found an entrance to an underground garden.
What can he expect in this dark caverns? It's time to find out...

So hopefully you Guy's will like this one^^



Astromeow - FunShine DX: Norfair Catacombs (ZC2.50.2)

zelda012.pngzelda014.pngzelda015.pngzelda016.png

Description:
Same as last description for my other file



Joelmacool - Aqua Expoots (ZC2.50)

12plWMW.pngF85NSDe.pngGrwLQZL.png

Description:
This is level 1 in my quest Expotease. I plan to keep this game hidden, so, this will pretty much all the game-play you'll get on this quest! The dungeon ends at the Triforce room!





Aaaaaaaaand, we're off! *starting gun shot into the air*


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#2 Eddy

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Posted 09 May 2016 - 01:05 PM

Looking forward to seeing how this is going to go! Will start to play them all now and then update the post as time goes on. Looking forward to seeing what we got this month.

 

Naru - It's a decent dungeon at best. It's nice to see the design get mixed up a bit with the multi-coloured floor tiles but generally there isn't anything to special about the design. Overall progression was neat, but it wasn't anything that great. The difficulty balance was definitely all over the place, and seeing how this was supposed to be done with 1 heart, I just can't see that being such a good idea for a Level 1, especially when it comes to rooms like the one with the boomerang in it. Also, flipped slash is really annoying and just doesn't look right at all. It's probably a personal thing, but I really hate that quest rule. Overall, it's a decent effort, but it's not great.

 

Astromeow Norfair - So I was very pleasantly surprised by this entry. You did a fantastic job at capturing the Metroid-feel with this. It felt like I was playing Metroid rather than ZC, which was great. The tileset is really unique, I love what you done to most of the enemies and the tiles. However, some of the enemies look a bit odd (the Gibdos and some of the Koten enemies), and Link himself doesn't fit well with everything else. The overall progression was great, and I was gonna complain about the lack of save points, but I managed to get through the whole thing very nicely after a few attempts, so don't worry about that. One other complaint I have is that some of the jumping is a bit awkward, especially on the main corridor in the middle of the area. I'd suggest moving some tiles so that you don't bounce off nothing at the top of the screen. Overall, fantastic job. I really enjoyed it!

 

Astromeow Norfair Catacombs - Now this one I just couldn't enjoy as much as the first one. I wasn't able to finish this one too because I had absolutely no idea where to go, but I definitely feel like I played enough to say that this area wasn't great. First off, there are still the same minor issues as Norfair, but in addition to that, this room is the absolute worst. No matter how hard I tried, I cannot jump across these gaps without taking damage from the lava, it's just impossible for me. The difficulty also gets really extreme, especially with the two Aquamenti near the beginning (the left one was really badly done and got me really frustrated). Another thing is that if you die early on, you got to watch that cutscene over and over again. It would be best to have a save point straight away so you don't need to keep seeing the cutscene. All in all, I really didn't like this one and I easily prefer your other dungeon which was tons more fun. Good effort, but a ton to improve on to make this one enjoyable IMO.

 

IntimFuchtler - This was a really nice dungeon to go through. I really love the gimmicks and overall design. The Candle was used very well and the overall progression was great. Nothing dragged on for too long, though I do feel like the dungeon was a little too long for a Level 1. The main issue I have is the difficulty. For a Level 1, the enemies are a bit too much. I'd recommend to reduce the HP for most of the enemies (especially the Candle enemies and the Ropes) so that it can be more balanced for a Level 1. The bosses are nicely done, but take far too long to kill and got boring and repetitive after a while. Navigating traps in dark rooms can be a bit pain sometimes since you can only see so much, and they would've been more suited for the upper floor where you can actually see where they're going. Other than that, this is a really good dungeon. Difficulty can definitely be improved on, but I liked it a lot.

 

Joelmacool - This was a pretty neat dungeon. Surprisingly, the Ladder never broke and I never had much problems with difficulty, it was good for a Level 1. The design is great and I like how the tileset is used here. Other than that, the dungeon was quite short (beat it in 7 mins), which I guess is fine for a first dungeon, but can definitely be expanded on a bit. Also sucks that there's no boss yet, but oh well. Other than that, nice dungeon, but there isn't anything too special that can be a great dungeon.

 

Overall, my votes this month go to the following:

Best Overall - Astromeow 1

Most Enjoyable - IntimFuchtler

Most Interesting Gimmick - IntimFuchtler

Best Use of Tileset - Astromeow 1


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#3 Joelmacool

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Posted 09 May 2016 - 01:12 PM

Oh, the version of my dungeon isn't correct. It was made in 2.50 :D I'm sure I said that when sending the files to you :)

Have fun everyone!


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#4 Anthus

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Posted 09 May 2016 - 01:16 PM

You're right, you did, Joel. Lol, fixed. :)
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#5 DrDiabetus

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Posted 09 May 2016 - 04:58 PM

My Reviews (also my first post on this board, yay):

 

Naru - inactive

 

Spoiler

 

Astromeow - FunShine DX Norfair

 

Spoiler

 

Astromeow - FunShine DX Norfair Catacombs

 

Spoiler

 

Joelmacool - Aqua Expoots

 

Spoiler

 

So my votes go to:

Naru - For the best over-all designed dungeon
Joelmacool - I enjoyed his dungeon the most
Astromeow - For the best gimmick
Naru - For best use of the choosen tileset


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#6 Naru

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Posted 09 May 2016 - 06:08 PM

Actually these great new sfx are part of the Koten-tileset and I have nothing to do with them. Also since I forgot to leave a room to put a guy into that gives you a hint for the enemies I itended to make them beatable with the sword after many hits but obviously have forgotten to also make sword 1/2-damage instead of block.

Joelomacool - pallette and music are fine but not my taste. Too short. Cannot be compared to your DotM#1. The walltexts were a bit funny though. At best a mini dungeon, some kind of gimmick is missing (though the dungeons position and boss could change this).

IntimFuchtler (ich kann nicht behaupten, dass ich den Namen mag ;) ) - narrow pathes around water or dark rooms are nothing bad at all, but coupled with snakes, projectile shooting enemys and a zora with a projectile you cannot even block is pretty bad. I mean a snake comes from the front without place to evade it, behind you a moblin shooting at you with a speedy arrow and on the rest of the screen even more enemies and projectiles. That you have sometimes situations where you just cannot avoid getting damaged is not all that bad, but with your enemies this kind of situations keep coming very often and I do not like it with only 3 hearts. Maybe just drop the arrow-speed of the green moblins (especially when in dark rooms they are impossible to dodge), make the green snakes one-hit (you cannot push them back with the sword and avoid projectiles at the same time after all) and throw out the tokeys (they walk to fast for my liking and often push you into water). If you want to increase the pressure just add one or two extra zoras in some rooms. Could just be me though, not able to handle the difficulty. Died around 25 times before boss and after dieing further 20 times at the boss I gave up. I mean it is not that hard, but if I concentrate on the boss to be visible I get shot by arrows from dark spots with no chance to avoid (too fast). If I try to kill the spawns first and the boss gets out of sight he will run at me without me expecting. IoR is one if the greatest pure ZC games here and I couldn't handle it, so me beeing incapable might be a good sign ;)

The dungeon design and layout is nice, but because of backtracking I used F6 quiet often. The grass could be a bit more random, the flowers are a bit too outstanding for a general ground tile. Not sure if the candle-enemies fit, but the tokeys feel completely out of place for me. The bosses are a bit too obvious in their pattern, I don't think someone who likes the difficulty of the general dungeon could be satisfied with them. I encountered two times enemies stuck in the upper grass, once I got stuck in a room because I needed to kill and couldn't reach them.

Astromeow 1 - I like how your quest does look and think the music does fit. I think some enemies do not fit (the ones looking like humans (arrow/bomerang) and the gibdo. I have no idea how to kill the golden darknuts and the shooting enemies seen a bit unfair at times.

 

The design itself is good, but there are a few tiles I couldnt figure out at first. There are some sirious issues with the side-scrolling, the jumping is a bit tricky at cramped places and especially annoying if you change the screen, you also fall on or jump into enemies while changing the screen.

 

Ememies and items falling down is a serious fail for a side scroller I think. Also the sword being unable to pick up items is annoying. While i like that the enemies are all a bit unique making some immun to sword/boomerang is annoying. To make the bomerang the only way to block while you only fire one bomerang that also picks up fruits is annoying (and what is the use of the fruits, beside them looking really out of place thematical) I am not a fan of Sidescrollers that use multiple items to swap between. Also to make the jump a selectable item in a side scroller is a big NO, make it bound to pressing up or EX1.

 

Astromeow 2 - As someone who never played a metroid game I cannot say if the difficulty is OK, but I could not handle it. The gibdo gets pushed into the lave where I cannot reach it. I find it awful to fight the golden darknut. I managed to get behind the right Aquamentus and died while getting back to front, just staying before it and slashing seems most effective, pretty lame. The lava areas are kind of annoying regarding the walkable spots on the same hight as the lava. Since I had to start anew each time I gave up rather early.

 

Best Overall - Joelmacool (I do not really like this one, but it also was the only entry without big flaws)

Most enjoyable - Astromeow 1

Best gimmick/puzzles - IntimFuchtler

Best use of tileset - Joelmacool

 

Astromeows entry is a bit tricky, I like his costum-tileset, but since it is costum it is hard to say how well it was used. There are a few questionable things going on so I decided for Joel. Also obviously Astromeow had the most unique and outstanding quest, but since I found some flaws in this gimmick I again cannot rate it as the best.


Edited by Naru, 14 May 2016 - 06:40 AM.


#7 DrDiabetus

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Posted 10 May 2016 - 04:10 AM

I never played a quest that use the Koten-Tileset before so I didn't know. But this won't change my review^^



#8 Joelmacool

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Posted 10 May 2016 - 10:06 AM

 

A splendid level 1 dungeon. The difficult was really good, maybe even too easy (well, I died once out of stupidedy (don't know if it's spelled correct)), really good design and good music.
I also really liked youre little jokes^^
On the downside, the staircases made no sense, leading to the same floor and such. Also there was only one puzzle, the block puzzle, which you could call a puzzle. And the dungeon boss was on vacation.
But besides that, this dungeon was good, only a little bit too short and easy for my taste.

I'm going to fix the staircases :)
I should've said this before, the boss is not there because it's not done yet... also, I didn't want to spoil the boss :)
Thanks for playing! :D



#9 Astromeow

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Posted 10 May 2016 - 01:54 PM

IntimFuchtler

Thank you so so much for your review. Being a 3rd remake of a sidescroller quest ive had, it only gets better and better everytime. Always looking forward to polishing off the rough patches

Will review my fellow contestants quests later today. Ciao!
the-homer.jpg?w=410&h=205

Edited by Astromeow, 10 May 2016 - 02:01 PM.

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#10 NoeL

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Posted 14 May 2016 - 12:24 AM

Ok, I've given all the quests a go and these are my impressions I jotted down whilst playing.

 

Naru - Inactive - Completed
* Heavy Bullets sound effects?
* Pretty good design overall.
* Goriyas are very difficult without a shield.
* Bit of annoying backtracking after getting the boss key and after killing enclosed Goriyas
* Whistle shortcut is fantastic! Seems to be more just for getting around, but appreciated regardless.
* Shifting sand room after second warp where you have to kill all enemies slows the game down. No time-consuming blocks on critical path! - maybe not critical path, as there are several ways through the dungeon.
* No map? - The map is too far into the dungeon, and Link's position doesn't show up on the big subscreen map!

* The items and item placement didn't seem to really flow with the dungeon. The boomerang and shield would've been much more useful earlier on, but since this is more of a free-roaming dungeon I might've just done things in the "wrong" order. I personally prefer a bit more railroading to make sure the difficulty curve stays consistent.

* There were two rooms I couldn't find an access to.

* Pushing blocks over sand in the first few screens doesn't seem to have a point.

 

Overall, I quite enjoyed this dungeon. It's a bit too big/hard that's what she said for a first dungeon but as a later dungeon I like it. Challenging, but compelling enough to persevere through it. Nothing particularly special about it, and while I'm not personally a big fan of free-roam dungeons this one was well made.

 

Astromeow - Funshine DX: Norfair - Not Completed

* Unappealing mishmash of graphics and enemies - too many different enemies to learn their patterns
* Hard to make out the level layout with such busy and low contrast graphics
* Off-screen ceilings make jumping to a higher screen annoying
* Firey shyguy is disgustingly brutal - ridiculous difficulty spike.
* Fruit only serves to get in the way when using boomerang.

 

I did not enjoy this dungeon. Lots of scripts custom enemies/items/other stuff (no screen scrolling, no F6ing) do not maketh a good dungeon.

 

IntimFuchtler - Hollow Garden - Not Completed

* Harsh intro! I died twice on the first room with enemies.
* Way too hard overall. The poison snake boss was too much for a measly three hearts.
* The underground dark sections has buggy lighting for me (the shadows are drawn too high on the screen, as if the subscreen height wasn't factored into their Y position)
* Nice theme, and I like hiding items behind trees - fairly unique.
* Seems pretty well built!

 

It's a shame, because this seems to be a really good dungeon - potentially the best this month. But the difficulty is just too punishing for me. The poison snake boss just won't die! I'd like to play more, but can't get far without a lot of grinding.

 

Astromeow - Funshine DX: Norfair Catacombs - Not Completed

* Annoying intro every time you die!

 

This has all the same problems as the other Norfair dungeon, and with the addition of the unskippable intro every time you die I couldn't push myself to get through this one either.

 

Joemacool - Aqua Expoots - Completed

* Terrible, terrible, loud music! I had to mute it.
* Simple, light on puzzles, ok for early dungeon.
* Very cramped - made zoras a bit unfair
* No boss! :(
* Nice overall flow though.

 

I quite liked this dungeon too! Nothing really much else to say about it.

 

So, final verdicts:

Best overall design: Joemacool

Most enjoyable: IntimFuchtler

Best gimmick/puzzles: IntimFuchtler

Best use of tileset: Joemacool


Edited by NoeL, 14 May 2016 - 11:36 PM.

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#11 Naru

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Posted 14 May 2016 - 04:51 AM

Naru - Inactive - Completed
* Bit of annoying backtracking after getting the boss key and after killing enclosed Goriyas
* Whistle shortcut is fantastic! Seems to be more just for getting around, but appreciated regardless.
* Shifting sand room after second warp where you have to kill all enemies slows the game down. No time-consuming blocks on critical path! - maybe not critical path, as there are several ways through the dungeon.
* No map? - The map is too far into the dungeon, and Link's position doesn't show up on the big subscreen map!

* The items and item placement didn't seem to really flow with the dungeon. The boomerang and shield would've been much more useful earlier on, but since this is more of a free-roaming dungeon I might've just done things in the "wrong" order. I personally prefer a bit more railroading to make sure the difficulty curve stays consistent.

* There were two rooms I couldn't find an access to.

* Pushing blocks over sand in the first few screens doesn't seem to have a point.

 

IntimFuchtler - Hollow Garden - Not Completed
* Way too hard overall. The poison snake boss was too much for a measly three hearts.
* The underground dark sections has buggy lighting for me (the shadows are drawn too high on the screen, as if the subscreen height wasn't factored into their Y position)
 

 

To be honest, I had the dungeon half finished when I decided to stop working with Koten. I just copy/pasted a few rooms and thought what I could add to finish it, but not with too much motivation. I also added no item so far beside the boss key, 4 keys the whistle and 2 heart pieces and also no normal locked doors. So in the end I just put them where it seemed reasonable to be rewarded with an item (even though the rooms where a bit too far away).

 

Also I liked the idea of a free roaming dungeon but have no experience making them so I tried a few things out to get your opinion here. Blocks being pushable over sands without use is meant to be an intended distruction like i have seen in other quests. The map being found late is also intended and I used optional bombable walls and walkthroughs (and like I thought the walkthroughs where a bit too much without any info given out)

 

What is your idea of good whistle shortcuts? How could I have done better?

 

About IntimFuchtler, you sure you play the correct version, had similiar problems with another quest and dark rooms. Also the snake is rather easy (though you might die before figureing it out), just stand in the middle of the screen and let it run to you, step down a bit, stab it, go up so it will move back after reaching the other side and so on. When it starts shooting into all direction you can use the fact that it always shoots at the same positions regarding the distance from the wall so you just have to stand where it does not shoot. The only problem are the boulders, but the few times they really fall at your position should be easy to dodge. But yeah, also really difficult for me.



#12 Eddy

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Posted 14 May 2016 - 05:53 AM

Just posted all my thoughts on each entry! Refer to Post #2 for my thoughts and votes.

 

Other than that:

 

 

Astromeow - Funshine DX: Norfair - Not Completed

* Unappealing mishmash of graphics and enemies - too many different enemies to learn their patterns
* Hard to make out the level layout with such busy and low contrast graphics
* Off-screen ceilings make jumping to a higher screen annoying
* Firey shyguy is disgustingly brutal - ridiculous difficulty spike.
* Fruit only serves to get in the way when using boomerang.

 

I did not enjoy this dungeon. Lots of scripts do not maketh a good dungeon.

 

Interestingly enough, there are actually no scripts I found when playing both of Astromeow's entry. It seems to be all default ZC features, nothing being added on with scripts from what I saw.



#13 DrDiabetus

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Posted 14 May 2016 - 08:18 AM

The main issue I have is the difficulty. For a Level 1, the enemies are a bit too much. I'd recommend to reduce the HP for most of the enemies (especially the Candle enemies and the Ropes) so that it can be more balanced for a Level 1. The bosses are nicely done, but take far too long to kill and got boring and repetitive after a while.

 

I like hard Dungeons and such so I tend to make my things also hard. Still, I thought the difficult is okay for Level 1, but maybe I should increase the starting HP to 5 Hearts. The Bosses are in fact a few of my first created Enemys with ghost.z (the scripts for them are quite messy). I tried to give them different attack patterns at lower health. But it's truth that they got a bit much HP (70 and 100 HP).

Anyway, thanks for playing, I try to balance my next Dungeon, so that also casual players can beat them without that much trouble^^

 

IntimFuchtler (ich kann nicht behaupten, dass ich den Namen mag ;) ) - narrow pathes around water or dark rooms are nothing bad at all, but coupled with snakes, projectile shooting enemys and a zora with a projectile you cannot even block is pretty bad. I mean a snake comes from the front without place to evade it, behind you a moblin shooting at you with a speedy arrow and on the rest of the screen even more enemies and projectiles. That you have sometimes situations where you just cannot avoid getting damaged is not all that bad, but with your enemies this kind of situations keep coming very often and I do not like it with only 3 hearts. Maybe just drop the arrow-speed of the green moblins (especially when in dark rooms they are impossible to dodge), make the green snakes one-hit (you cannot push them back with the sword and avoid projectiles at the same time after all) and throw out the tokeys (they walk to fast for my liking and often push you into water). If you want to increase the pressure just add one or two extra zoras in some rooms. Could just be me though, not able to handle the difficulty. Died around 25 times before boss and after dieing further 20 times at the boss I gave up. I mean it is not that hard, but if I concentrate on the boss to be visible I get shot by arrows from dark spots with no chance to avoid (too fast). If I try to kill the spawns first and the boss gets out of sight he will run at me without me expecting. IoR is one if the greatest pure ZC games here and I couldn't handle it, so me beeing incapable might be a good sign ;)

 

The dungeon design and layout is nice, but because of backtracking I used F6 quiet often. The grass could be a bit more random, the flowers are a bit too outstanding for a general ground tile. Not sure if the candle-enemies fit, but the tokeys feel completely out of place for me. The bosses are a bit too obvious in their pattern, I don't think someone who likes the difficulty of the general dungeon could be satisfied with them. I encountered two times enemies stuck in the upper grass, once I got stuck in a room because I needed to kill and couldn't reach them.

 

Thanks for your deep review^^

Could you post a Screenshot from the Screen where Enemys got stuck in the ceiling? I thought I flagged all places with "no Enemy" where they could get stuck.

When you battle Rorambo, the main thing ist to kill all Moblins he summons during the fight while he is chasing you. He shouldn't be that long out of sight, cause at some point he should catch up to you. Also he makes makes some sound when he charges at you.

I also liked IoR alot, it's Bosses quite insperated me to make my own.

But thanks for playing, I hope you had some fun^^

 

IntimFuchtler - Hollow Garden - Not Completed

* Harsh intro! I died twice on the first room with enemies.
* Way too hard overall. The poison snake boss was too much for a measly three hearts.
* The underground dark sections has buggy lighting for me (the shadows are drawn too high on the screen, as if the subscreen height wasn't factored into their Y position)
* Nice theme, and I like hiding items behind trees - fairly unique.
* Seems pretty well built!

 

It's a shame, because this seems to be a really good dungeon - potentially the best this month. But the difficulty is just too punishing for me. The poison snake boss just won't die! I'd like to play more, but can't get far without a lot of grinding.

 

I don't know why the dark rooms are bugging. They work fine for me. Or could you post a Screenshot?

For the Poisen Snake, if you can't catch him with your Sword, you could try using Bombs.

Also thanks for playing^^

 

The Shield and Bombs are optional at that Point, cause you must buy them first in the original Quest. But without a Shield this Dungeon can get quite hard (but it's still beatable, you only have to watch where the moblins stand)



#14 Eddy

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Posted 14 May 2016 - 08:27 AM

I like hard Dungeons and such so I tend to make my things also hard. Still, I thought the difficult is okay for Level 1, but maybe I should increase the starting HP to 5 Hearts. The Bosses are in fact a few of my first created Enemys with ghost.z (the scripts for them are quite messy). I tried to give them different attack patterns at lower health. But it's truth that they got a bit much HP (70 and 100 HP).

Anyway, thanks for playing, I try to balance my next Dungeon, so that also casual players can beat them without that much trouble^^

Increasing the starting HP from 3 to 5 hearts would help make things much more balanced so that would be a good idea IMO.



#15 Lejes

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Posted 14 May 2016 - 03:10 PM

I don't know why the dark rooms are bugging. They work fine for me. Or could you post a Screenshot?


It's because he's using an earlier version of ZC. DrawBitmap was bugged on versions before 2.50.2.


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