Re: Paladin of the Sky, new full length audio game RPG

I do agree sounds and ambience would be a very nice addition to the game, but "addition" is the operative word. With the music being as awsome as it is there is enough on atmosphere to engage the player's attention with the setting as it is, I do however wish the text was improved with some descriptions as I said, sinse that costs nothing to do but would add much to the setting.

I also don't personally feel the wall tone sounds made the game feel 8 bit, not with that very nice music, they are navaides pure and simple and for me a single tone is about as unobstructive as you could get, ---- imagine if they were replaced with say different stone grinding noises or wind noises? just think how that would change the game.
On the nav sounds issue my one complaint is that the people nav sound doesn't really give the idea that this is a person, though that would be fixed by being able to see a brief description as I said, ie, you find the person with the nav beeps, then get to kno who they are via description. Perhaps some minimal voicing could help too, for instance the person says "Hay" or "Hi" or something like that. when you talk to them, even if their actual speech was text.
I doubt full voice acting could be added for the game even if people were willing to give for free,  sinse there is so much, but perhaps a couple of voices would help with this, at least letting you know what sort of person your talking to, old man, old woman, officious guard, sleezy criminal etc,  (I'd certainly be willing to reccord some samples myself).

Then again as I said I'm not unhappy with the current state of play and was quite happy to pay the 30 usd for what is there thus far, as well as to support future development, and if more gets added well good, though if not I wouldn't raise a stink about it.

Regarding combat, I don't know if Aaron will get to add to this game's m echanics or not, sinse tweaking existing mechanics in coding is not a simple task like adding sounds or extra bits of text. While I wouldn't be against expanding the timed combat hits system, one problem with that idea is essentially all your giving the player is at rock bottom a boppit exercise. the function in the game that the magic system serves so far is keeping the player on their toes and meaning even though you are! effectively using the same attack over and over again, you still need to concentrate.

While the boppit exercise could indeed be made more complex, I'd personally prefer the actual basic combat system got some work so that the player is required to choose between different options in different fights according to the enemy being fought, and pay attention to what is happening. for example "oh it's an ice dragon, well I'll switch to my character with the fire spellls" or "this monster is really fast and hard to hit, well I&# 039;ll need to have my mage throw a haste spell at my warrior"


This is just what the ff games specialized in, using multiple character strengths together to overcome different styles of enemies with different techniques rather than just hammering that one attack over and over again.

Look at Entombed with throwing multiple characters at you and having you make the best of them.


As I said I don't know if it's possible to add this sort of thing to Pods as it stands, and even if not there is more than enough in the game to keep everyone busy, but it might be something to think about for the next title.

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