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The Screenshot Topic Returns
I think you should vary the edges of the path tile more. The sides are so nicely varied, but the corners are so perfectly round. It isn't suited properly.
Game complete
Game complete
Oh, one thing I did notice was that occasionally the gun would stop firing while I was holding the button. I just had to repress it.
Game complete
No lag at all for me. But I suck at these games and Game Overed on the first boss, and got a "No Gameover Screen" error.
The Bad Guy Wins
What I meant though, was that you aren't tasked with thwarting armies and finding magical artifacts for other people, just to find your way to a small goal. The point was that that small goal was actually a huge goal in the eyes of the Hero, which he is more likely to be enlisting others to help him do, as opposed to helping others on his way there. Like I said, it can be done. But it would require very strong narrative skills.
Creation Custom Crafts: Craving Criticism
Copy the shading technique from the round tree and apply it to the pine tree. Also, I would differentiate the color on the Pine to be closer to a blue color.
The Bad Guy Wins
This could work, and set up precedent for future games without leaving so much to be desired that players are forced to buy subsequent games just to get the whole story.
For example.
Hero A, lets call him Mark, is not really so much a hero. One of those reluctant heroes you hear so much about. He is dragged into a large conflict because his Fiancée, lets call her Kelly, is taken along with all the other villagers in his hometown for some sinister plot by the main villain. Mark manages to avoid it, somehow, and sets out to rescue his Fiancée.
Done properly, this could be the ultimate goal for your hero. Save his girlfriend. That doesn't necessarily mean beat the bad guy, or save the world, or even rescue the other villagers. It would take a strong narrative muscle to manage to progress the villain's story at the same time so that the game doesn't appear to just be about Mark and Kelly, with all sorts of other stuff going on that is mostly meaningless, but it could work and would offer something slightly off the beaten path.
For example.
Hero A, lets call him Mark, is not really so much a hero. One of those reluctant heroes you hear so much about. He is dragged into a large conflict because his Fiancée, lets call her Kelly, is taken along with all the other villagers in his hometown for some sinister plot by the main villain. Mark manages to avoid it, somehow, and sets out to rescue his Fiancée.
Done properly, this could be the ultimate goal for your hero. Save his girlfriend. That doesn't necessarily mean beat the bad guy, or save the world, or even rescue the other villagers. It would take a strong narrative muscle to manage to progress the villain's story at the same time so that the game doesn't appear to just be about Mark and Kelly, with all sorts of other stuff going on that is mostly meaningless, but it could work and would offer something slightly off the beaten path.
Is grinding a flaw in rpgs?
Stage 2 in progress
At 2:25 the background seems to be torn away by the bullets. Is this a fragment of the video, or a graphical glitch?
Does anyone still play DotA?
Magi's problem wasn't that the new heroes were OP; It was that you have to buy them, and you do, because they are OP, and then they nerf them a week or two later.
Creep Denying/Tower Denying was a huge part of what separated average players and good players in DotA. Knowing how fast your heroes attack animation was, and how much damage they did to a creep after armor/etc. was crucial and something that you couldn't just 'know', you had to practice.
I realize not everyone shares the same opinion (which is why I believe LoL and HoN can exist in the same market) but I think that the subtle differences (denying, gold loss on death, heroes being direct counters to other heroes) is what makes HoN stand out as a competitive game, against League of Legends which is great for casual playing but I don't feel that there is a good competitive feel to the game.
Creep Denying/Tower Denying was a huge part of what separated average players and good players in DotA. Knowing how fast your heroes attack animation was, and how much damage they did to a creep after armor/etc. was crucial and something that you couldn't just 'know', you had to practice.
I realize not everyone shares the same opinion (which is why I believe LoL and HoN can exist in the same market) but I think that the subtle differences (denying, gold loss on death, heroes being direct counters to other heroes) is what makes HoN stand out as a competitive game, against League of Legends which is great for casual playing but I don't feel that there is a good competitive feel to the game.













