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HamsterSpeak #25 Online

 
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Wed Apr 01, 2009 2:10 pm    Post subject: HamsterSpeak #25 Online Reply with quote

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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
Location: @home

PostPosted: Wed Apr 01, 2009 4:22 pm    Post subject: Reply with quote

I love the two reviews of my games. They were really worth the wait.
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Mariel




Joined: 15 Oct 2008
Posts: 78
Location: In your dreams

PostPosted: Thu Apr 02, 2009 9:24 am    Post subject: Reply with quote

I'm a bit surprised by RMZ's review of TimTim. I thought the game was pretty easy, with decently challenging bosses. But then, I really loved those Apogee pixelated sidescrollers when I was growing up, so it was like a fresh trip down nostalgia lane for me. S'one of the reasons I didn't volunteer to review the game--I didn't see anything that needed improving, except maybe that there should be a save point right before the evil level with all the floating eyes?
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
Location: @home

PostPosted: Thu Apr 02, 2009 10:53 pm    Post subject: Reply with quote

Quote:
I'm a bit surprised by RMZ's review of TimTim. I thought the game was pretty easy, with decently challenging bosses. But then, I really loved those Apogee pixelated sidescrollers when I was growing up, so it was like a fresh trip down nostalgia lane for me. S'one of the reasons I didn't volunteer to review the game--I didn't see anything that needed improving, except maybe that there should be a save point right before the evil level with all the floating eyes?


Well, red seemed to be having problems with the game from the start. He's got a few slightly angry posts on slime salad about it. I guess I nor either of the friends I had test it for me didn't really find it overly hard and really didn't think of the people who might. We all also enjoyed games such as Commander KEEN ( totally awesome game series ) so with that in mind I tried to make a game not only similar to those but also a little challenging for people that have played them before I guess. This is what really led to the missing save point in the last castle. As I'm sure you noticed there's a save point before and after each boss as well as one in the middle of the stages between bosses. The one in the middle of the castle seemed to make the castle too easy for my liking. I wanted the castle to be frustratingly hard because it is the last level after all. That being said though, perhaps Zero has a point about it being kind of messed up that I designed the game to not be beatable by everyone. Oh well, the games already been uploaded to several websites so I'm not exactly going to change it now. But, I guess it's still a good lesson in challenge control.
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