Search the Community: Showing results for tags 'alpha testing'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • General Discussion
    • Development Discussion
    • Let's Play
    • Site Suggestions & Questions
    • Site Updates
  • Mods
    • Chrono Trigger: Enhansa Edition
    • Chrono Trigger: Lavos Awakening
    • Civilization III: Somewhere In Time
    • Final Fantasy VI: T Edition
    • Final Fantasy V: Void Divergence
    • Final Fantasy VI: Brave New World
    • Final Fantasy VI: Return of the Dark Sorcerer
    • Final Fantasy VII: New Threat
    • Final Fantasy Monster Tactics
    • Golden Sun
    • Heroes of Might & Magic III: Another Heroes 3 Mod
    • Lufia 2: Mod Series
    • Mega Man X: Hard Type Series
    • Ogre Battle: In the Lap of the Gods
    • Seiken Densetsu 3: Sin of Mana
    • Shin Megami Tensei Nocturne: Hardtype
    • Super Mario RPG: Armageddon
    • Tactics Ogre: One Vision
    • Miscellaneous Mods

Blogs

  • Announcements

Calendars

  • Community Calendar

Categories

  • News

Categories

  • Hacking & Modding

Categories

  • Twitch Streams

Categories

  • Mods
    • Chrono Trigger: Enhansa Edition
    • Chrono Trigger: Lavos' Awakening
    • Civilization III: Somewhere In Time
    • Final Fantasy VI: Return of the Dark Sorcerer
    • Final Fantasy IV: The Darkness Within
    • Final Fantasy V: Void Divergence
    • Final Fantasy VI: Brave New World
    • Final Fantasy VII: New Threat v2.0
    • Final Fantasy VII: New Threat v1.5
    • Final Fantasy VII: True Necrosis
    • Final Fantasy Monster Tactics
    • Final Fantasy Tactics 1.3
    • Golden Sun Book 1: Fallen Star
    • Golden Sun Book 2: Risen Star
    • Mega Man X: Hard Type Series
    • Ogre Battle: In the Lap of the Gods
    • Seiken Densetsu 3: Sin of Mana
    • Super Mario RPG: Armageddon
    • VVVVVV
    • Manall's FF1
  • Randomizers
    • Final Fantasy Tactics
    • Final Fantasy VI
    • Mega Man Battle Network 3 White
  • Game Editing Tools
    • Final Fantasy Tactics
    • Final Fantasy VII
    • Super Mario RPG
  • Game Patching
    • Patches/Fixes
    • Patching Tools

Categories

  • Videos
    • Let's Play

Found 1 result

  1. Hmm, this sub-forum's looking a bit bare so far, so I guess something should be added to it. I said I'd do this months ago, but I finally got around to it recently. Looking forward to seeing where else you go with this! This stage is a lot longer than the original, but more forgiving to make up for it. There are no longer any tight jumps over holes, and you won't be forced to commit suicide because an enemy damaged the stage, which happened very easily before. Other than an enemy knocking you down the hole, it's unlikely that you'll die in one hit. Because the main threat is a large number of small enemies, the health powerups should keep the player alive unless they make some big mistakes. This seems ideal to me for giving the player some close scrapes (this is Hard Type after all) while still easing the player into the game. The larger stage also provides more time to introduce different enemy types. The level layout also feels a lot more involved, rather than being essentially a flat highway. The level looks great as well, and doesn't feel romhacky. There's one path that I was confused about in the video, and I realized afterwards that there is a health powerup hidden at the end of the path. This area seems like it's a little too long with too many enemies for the health powerup to feel like a reward for exploring it. Instead, it feels more like the camera tricked me into going down a dead end with a bunch of enemies. From a design standpoint, I feel like this area is supposed to introduce some non-linearity, but from a player standpoint it's weird. This is the sort of area that feels like it would have a 1-up down it if lives were still a thing, but that's not an option for you, so I'm not sure what else to do with it. Also, at 12:16, when you touch the left wall here, a wheel guy spawns from behind. This seems weird to me because it feels wrong for an enemy to spawn from the right when I'm moving left. My guess is that if you move that wall one tile to the left, the wheel won't spawn from behind like that, but I'm not really sure. Maybe this is intentional and you want to surprise the player though, IDK.