View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0018082 | Starward Rogue | Gameplay Idea | Dec 23, 2015 8:15 pm | Jan 20, 2016 12:36 am | |
Reporter | Bluddy | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Product Version | 0.207 | ||||
Summary | 0018082: Hazard/puzzle Rooms | ||||
Description | Isaac really benefitted IMO from the addition of puzzle rooms: rooms where there are just traps, and you have to hit buttons to unlock the doors. It mixes up the gameplay and the tempo. I think it'll be a good fit here. Usually these puzzles shouldn't be too complicated: nothing that'll bog down the gameplay, but something that just mixes up the pacing a little. Example of Isaac puzzle room: you have 3 buttons to push. Getting to those buttons involves dodging spikes that move towards you, or statues that regularly shoot in a certain direction. Once you finish the puzzle, the room disarms. | ||||
Tags | No tags attached. | ||||
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I'll just say that I support this idea. There could perhaps be specific (and probably invincible) enemy entities that could fulfil certain functions in these rooms and would be placed specifically; that might be easier than having to define new "blocks", I"m not sure, but I keep getting the impression that implementing new blocks is not an easy task. Sticking in new entities though is pretty darn easy. All in all though, I agree that it'd add some nice variety to the mix. A very good idea. |
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I'd really like to see the variety in the rooms upped in any way possible, be that through extra block types or interesting new room concepts. Anything really. As I said in a different post I'm getting a bit of a AVWW2 feeling from the current room variety (hey I did like AVWW2, but it had flaws), yeah there are lots of them, but they're all pretty samey. |
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That might be worth making a topic on the forums actually; I'd had the same feeling overall, like there needs to be more types of rooms, or more objects to put in them, or both, or whatever; the actual design of the rooms isnt an issue I think but they're all using the same concepts. Not every room should be a combat room, definitely. So yeah, maybe do a forum topic, let everyone else weigh in on it, I think this is an important issue to address ASAP, before development gets too far along to do something about it. |
Date Modified | Username | Field | Change |
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Dec 23, 2015 8:15 pm | Bluddy | New Issue | |
Dec 27, 2015 3:13 pm | Misery | Note Added: 0043945 | |
Dec 27, 2015 3:19 pm | Pepisolo | Note Added: 0043948 | |
Dec 27, 2015 4:09 pm | Misery | Note Added: 0043949 | |
Jan 20, 2016 12:36 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 20, 2016 12:36 am | Chris_McElligottPark | Status | new => considering |