I spent most of the day attempting to make it possible to have multiple hit kills for the enemies... I just couldn't make it work.
If you can make monsters a bit harder or more damaging, that would be great. Thanks for the tip.
I already found the gun, I have haven't found the warp room or that easter egg.
As a compromise to increase the difficulty a little bit, I added an option to make it impossible to shoot through cave walls. If you combine that difficulty option with option to make the enemies move at top speed, it definitely adds a great degree of difficulty to the game.
I do agree with Bakasama about adding more challenge by making the monsters harder to kill.
It's too bad that one shot takes em' down and multiple hits are'nt possible.
The cave walls absorbing the shots however, is a great idea and should be kept in there
, but there's also another way.
After playing the game for many hours I found it quite challenging and fun playing the game without shooting (just avoiding the monsters as best I can) while exploring the cave. Because the monsters move in predictable patterns, I developed my own strategies to get by most of the time without getting touched by waiting in empty parts of the room until the monster is lured out of my path of escape and I then beat em' to the next room.
What you got here Steve is a good hidden gameplay element that's not being utilized - Which is:
To start the game without
a weapon and make the first optional goal to find the hidden gun room!
I think you should play test this idea before finalizing the game, just to get some player feedback at least. Hopfully it shouldn't be too hard to implement.
I usally do happen to come across the gun room first and the exhilerating feeling of finaly being prepared and more likely to survive the next goal is a good feeling and a good progressive pace in the game play.
Granted, I did die quickly a few times without my gun at the start, but it wasn't bad because I found myself continualy starting over with more determination, which is exactly what a game should do! (nobody should give up without a few tries!). The fact is that this allowed me to explore the whereabouts near the cave's starting point in any direction I pleased. It helped me familarize myself with the maze in a more fun way rather then staring out with the gun and getting far into the game to getting myself lost and die deep in the cave which made me less inclined to start over because I knew I could'nt retrace my steps from all the way back at the begining to pick up where I left off.
Dying quickly at the start without my gun did make my health meter seem more balanced now than ever before (I always felt my health was way too generous when starting out with the gun). Eventualy, I'm now able to locate the gun room easily and I still enjoy the challenge of dodging the monsters, but before I knew where the gun room was or learned how to dodge monsters, they would chip away my health and when I went to a crawl at low health, those critters really finished me off. However, with practice I found it's still possible to avoid getting hit so much even when I'm slowed down, that's how balanced the game already is. And it's definatly alot more gratifying (at least for me) to blast those critters once I obtain the gun and, if I ever must start over, I at least already know how to quickly get pass the entrance part to find the gun even without the map.
Also, currently the fire button must be held down for the bullet to stay on the screen to get a far distance and that bothered me.
I don't know if this kind of tweak would be easy or possible but can the bullet be allowed to stay on the screen without disappearing when letting go of the button?
I also think the next bullet should not be allowed to fire again until the last one has traveled it's full range or hit a wall or enemy. This is the kind of firing behavior in atari's original Raider's game that I feel should be perserved. I think it would help improve the game play alot and will feel more like handling a real gun.
That said, I'm sure solving the monster difficulty issue can be best done by simply making the gun not
an upgrade but rather an obtainable item and it should have the long-range ability as standard issue too. (short range rapid-fire can be achieved with the inpenatrable walls via the difficulty switch).
Perhaps because the 7800 has no tv-type setting, I think it would be better the difficulty could be set up like so:
Left A- Shots don't pass through walls.
Left B- Shots do pass through walls.
Right A- Fast enemy speed.
Right B- Normal enemy speed.
Color - Health reduction
B/W- No heath reduction
The reason being is that the shots and enemy speed setting has a much greater impact on the game difficulty than the health reduction, and I feel the shot and speed need to be accessable on the 7800.
I also find that the health reduction when changing rooms is already very balanced in the game as I often find a medical kit before the reduction falls a notch from the health indicator, and once a player knows their way around it should be much less of a threat, even if it were a default
Sorry for ranting so much, I been play testing alot and had much to talk about.
Btw Steve, I found a couple small bugs while playing.
- In the white castle (or was it grey?) when I lost my life from getting hit by a falling rock and after the death animation, there was a very high pitched sound that droned on while in the game over screen mode. It stopped once I hit reset and the game started again as normal.
- When I found the room where I picked up the gun, the gun firing sounds were "hanging up" (as it did before at the gate) when ever I pressed the fire button. The gate don't have that problem since you fixed it though, but in the gun room it does happen. May not be a big deal because it only happens in that room far as I can tell and the game resumes normaly once I leave the room.
Lastly, I really like what you added to the railcar and the keys!
One final thing, I did'nt reach the cobra boss yet but I hope it's not taken down with one shot!
I'll report any other bugs I find...