You lose oxygen when swimming, --- check your level when you've been in the
water and you'll see what I mean, it does recover over time though.
Beware the grue!
Dark.
----- Original Message -----
From: "will" <lomaswill...@googlemail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, February 26, 2009 3:04 PM
Subject: [Spam] Re: [Audyssey] Mota demo, my thoughts
why is the oxygen level there anyways?
also I have another idea for a suggestion now i have beaten the demo. how
about in levels that are to come or in certain difficulties, have an
avalanche occuring without warning and one has to escape to safety?
will
----- Original Message -----
From: "dark" <d...@xgam.org>
To: <Gamers@audyssey.org>
Sent: Wednesday, February 25, 2009 2:36 PM
Subject: [Audyssey] Mota demo, my thoughts
Well, I know I said on the usa list that because I'l be doing my last
night of patience I'll have my head full of Gilbert and sullivan, ----
including mincing, and wearing of flower pots and dustbin lids (it's an
aesthetic thing), I'd not be doing some thoughts on Mota, ---- but as
I've now finished the demo I probably should.
Firstly, I really like the sounds and the various features in the game.
Water and oxygen and the manual use of torches is deffinately a good
idea. Also the weapons system is incredibly fun giving lots of things to
play with.
I'm incredibly impressed with music as always, and I'm looking forward to
seeing more puzles and traps in the game.
the first thing about the weapons sytem though, is it would be really
handy to be able to examine your weapons' amo from the selection menue,
to best manage your resources, ---- sinse afterall you want to save
heavier weapons for the more serious creatures, ---- provided you've got
the amo of course. I would therefore deffinately suggest adding the
ability to review amo with A key while in the weapons selection
list, ---- either that or have the weapon's amo spoken to you when you go
up and down in the list (either would be fine).
Then, there is the doors and enemy's thing. Sometimes i've opened a door
and found myself literally next to a centaur or a skeleton. This is of
course absolutely fine, however it'd be nice to know when this was about
to happen so that I could prepare appropriate action. Obviously the best
way is using the V key, however this also tells me about all objects
around and behind me. A "look ahead" key, ---- for example alt pluss left
or right arrow, to be used on the fly would be incredibly useful I think,
and help intigrate viewing objects and interacting with them.
Finally, while it loaths me to report something that let me finish the
expert mode of the demo without taking a single hit, I do feel it's
necessary for game balance.
I didn't first realize the thing behind the final statue was a
cyclopse, --- when I heard the clanging sounds and started taking damage
I actually assumed it was one of those poisoned dart traps, --- so I
ducked.
This stopped me from taking damage at all. I therefore did some squat
jumps past, and got the key, and it was only when I viewed the room that
I realized this wasn't a dart trap.
I punched the cyclopse a few extra eye hole with my shot gun, ----- stil
ducking and avoiding it's swinging sword then finished the demo.
then, I tried the same trick on other monsters, ---- and I can only
assume the ancient Greeks had some sort of honour code about never
attacking a kneeling opponent, sinse the Good doctor got through without
a scratch, ---- even on expert, by symply ducking and knee capping all
opponents.
while it makes a lot of sense to me that some attacks, ---- such as the
harpies electricity and expert, by symply possibly the centaur's arrows
could be ducked, ---- it does seem odd that they all! can be.
How about making the centaur's arrows duckable, while the harpy's
electricity (as it goes along the ground), needs to be jumped, ie, you
have to jump up when you here it firing.
I'm not sure about sword attacks, ---- maybe sinse their closer range
they couldn't be ducked (ie, the warriors swing accurately, so you need
to run away and use ranged weaponry.
Just some thoughts.
Deffinately looking forward to seeing more of the game, ---- especially
more of the traps and ambience at deeper levels of the temple.
Beware the Greu!
Dark.
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