XaiJu
DragonSnow
DragonSnow

patreon


6/8

I found that the game is still too difficult under the test of my friends. I must pay attention to it. If you think which link is too difficult, please comment below

在朋å‹ä»¬çš„æµ‹è¯•下å‘现了游æˆè¿˜æ˜¯å¤ªéš¾çš„问题,我必须é‡è§†èµ·æ¥ï¼Œå¦‚果你觉得哪个环节太难,请在下方评论

Comments

I enjoy working toward beating harder boss fights, clearing that wolf boss feels satisfying

Acedia The Wolf

Wolf boss now only needs 15 evasion

Snow Dragon

ok ok

Snow Dragon

I originally designed cats to allow players to quickly move behind obstacles to deal with his next sprint when they are tired. You can think of those mucus as "penetrable obstacles".

Snow Dragon

我花了很大力气让新版比以å‰ç®€å•ä½†åˆæ°å¥½çš„æŽ¥è¿‘“困难â€

Snow Dragon

Yesterday a tester played with the big hands for an hour

Snow Dragon

I think so far it is fair, but challenging? The wolf boss fight last phase was a bit difficult. I think you should make it a goal for some people to be able to beat an area in 10 tries or less. Since game overs contain content, to lose enough that they can see it but then should win before they see it too many times.

MattoCat

(removed) I accidentally reply on the main post instead of the sub-post.

GreenHammerBro

I don't see any way to immersively tell players about RPGMaker engine specifics.

Rapax or 希ç‹

How about show a laser indicator of where they going to spawn or moved? In Touhou, appearing lasers that travel instantly shows up as a thin line that is harmless, then a second later, gets thicken and harmful.

GreenHammerBro

I would recommend to inform the player that when anything is moving from tile to tile, they actually instantly occupy the tile they're heading to, not from. In this case, if you move from tile 1 to tile 2 (tile 2 is adjacent to 1), the very first frame you immediately occupy tile 2, despite you are mostly on tile 1 than 2. This is very noticeable with slow-moving entities such as “circle†(the shadows on the ground). There are cases where I immediately got TF'ed when “circle†is right next to me rather than being on the same tile as me visually. Maybe have a display sprite (like a reticle in “cadence of hyruleâ€, showing the tile that isn't safe to be on) that shows the enemy's hitbox vs their image position. You can do this by setting the displayed hitbox X and Y speed to MAX (instantly move to your destination tile) and have it positioned where the sprites are at. Make sure the reticle is harmless else remote attacks can occur. Also... Beifeng (big dragon)'s poster can only be interacted on the center tile despite being 3-tiles wide, you may want to expand the hitbox that enables you to interact with the poster.

GreenHammerBro

I think the difficulty gave it some extra charm, All the original Changed bosses were hard, the Squiddog and Shark were all pains to me, it'd make it easier to breeze through the game or speedrun but, depends on what you want.

Neco the Sergal

The only rooms currently that i find difficult are the cat room, the laser puzzle, and escaping the dragon hand. For the cat room, stepping on the latex puddles makes it go full sprint, which makes it hard to get across considering it moves 3x the speed of the player and even harder to juke across it while also pushing the boxes aside to get to the next area. The laser puzzle for the most part is centered around trial and error if you don't know the way by memory. It should have a more clear pattern to it, making it feel more consistent i'd suggest. If there was one already, i most likely didn't see it, even though i've played through the special version three times now. Lastly, trying to align the dragon hand with the boxes is easier said than done when it comes to moving him to hit the boxes out of the way, and usually when i misalign myself, im often trapped and can't escape to re-try, causing another cycle of trial and erroring through the game.

Kazuli

I want to add that I found nothing "too" hard, but if people have problems, I think this is why

Rapax or 希ç‹

Cat room is a little challenging if you can't see the rope. Dark Latex nest is difficult if you don't know that the fast-moving beasts cannot change direction. But mostly the level design hints at the correct solution. Dragon Hand is a little bit hard if you don't know that the hand cannot grab you after hitting a box. But for most things, I think making them easier would hurt the immersion. The puzzle with the small latex beasts in boxes I found particularly difficult, but I appreciated the challenge.

Rapax or 希ç‹

感觉就这样挺好的,跟之å‰çš„æ¸¸æˆæ¯”也并没有改的多难。太容易了å而比较无趣

刚开始游æˆä¹‹åŽé‡åˆ°çš„æ¿€å…‰é˜µï¼Œé‚£ä¸ªéœ€è¦ä¸€ç‚¹æç¤ºæš—示激光的å‘射规律

IDS

Honestly I uh...Dont think its THAT difficult.

LinTheBoy


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