We have Atari 26000, Nintendo 8bit... We just need a 16 bit demake and we will have a complete set.
Deerstalker Games
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One thing I am genuinely surprised by quickly reading and considering my experience in retro FPS is that most of them seem to be based around using movement for defense. While some retro FPS use cover to some degree, generally cover isn't as much of a focus like in modern shooters (thought cover is a mechanic in GRIM and dodging isn't). Instead the focus is usually on dodging projectiles (be it Imp fireballs in Doom or Cultist dynamite in Blood). Currently movement is purely tactical and about cover and sightlines.
I'm not sure how it could be implemented. One way I can think of is adding a Dodge mechanic, where you can end your turn with an un-used action. If you get attacked before your next turn, you can spend that action to Dodge it, giving enemy a disadvantage on that attack roll. (One action - one attack disadvantage) However if you won't get attacked the unused actions are wasted.
One advantage of setting it up like that is true to spirit of Quakes and Dooms, the Speed stat would become as valuable defensive tool as Armor (because it would give you free actions to burn).
I'm curious what you think!
Sorry if I'm being stupid, but the handbook mentions 'disadvantage dice' - I cannot comprehend what does that mean in context of a coin flip.
Did I miss it being explained somewhere?
EDIT: Wait, now I realize that multiple coin flips are called Advantage. Does disadvantage means less chances to succeed?
I get that this game is trying to do something in a style of detective game like Hypnospace but honestly, puzzles feel kinda weird. It doesn't feel like there's any real challenge to them - basically it's like a place in the game asks you to input a word, and you find it elsewhere stated explicitly.
There is no real lateral thinking required, you just do what you're told to, going through the motions.
Like personally I found that to make a deduction puzzle, player should be forced to make a connection that isn't explicitly stated in the game. Hypnospace does it, Obra Dinn does it, every good detective game does it. Like, you're given a hint 1, a hint 2, and you have to make the connection between them yourself using real life knowledge.
The closest thing to lateral thinking is the childhood pet puzzle, but even then it feels bit too easy. You shouldn't be afraid to challenge the player a little bit, especially since you have a hint system.
The writing is decent enough because it's sorta funny. It's not amazing, like laugh out loud funny, but it's okay, and it really salvages the game.
I'm surprised that you removed so much options from the new versions, but I guess since you can just use 1.35 since it's still available that's okay.
1.35 is superior in many respects, including ability to auto-create palettes (which is useful if you're working with larger palettes like 256 colors), different types of dithering, more built-in palettes and in new version it seems dithering doesn't work at all in small pictures. But since you do provide the old version that doesn't matter much.
Everything inside of me as a designer yells that that's a terrible idea but I'm trying to be openminded. How do you prevent player from getting stuck in an unwinnable situation if patterns are random? It's a game with one hit kills and limited lives, and it might just downright not be your fault if you die and lose all your progress because all enemies randomly decided to surround you.
It's not what I'd personally call good game design but if your primary goal isn't to make a game that appeals to a modern audience with 'fun' but to simply make a clear homage to these games of old without concern of modern concepts of 'fairness' (which to be fair is a bit nebulous) then sure, more power to you.
I guess there's other revivals of classic isometric platform-adventures I can try, like Abbey of Crime, Naya's Quest, King Boo or Lumo.
It's probably not for me, but a lot of people in this comment section seem to love it, so good on you.