Unless before level 1 starts you enter an area to pick up what you think you 
may need to help you but only have a limit of say 2 items to get you started 

On 1 Feb 2011, at 19:51, Liam Erven wrote:

> Wouldn't she at least come in with a first aid kit or something along those
> lines?
> Not completely sure how it could be tied in, but a healing potion could be
> right there or it could be some sort of story line blurb.
> 
> 
> -----Original Message-----
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Tuesday, February 01, 2011 1:49 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] MOTA beta 17
> 
> Hi Karl,
> 
> Karl wrote:
> 
> I just finished playing through Mota 17 a couple of times. I am really
> loving the new level, and I like how you have to do a lot of backtracking
> and exploring to find out where to go.
> 
> My reply:
> 
> Glad to here that. I really tried hard to capture the feeling of playing
> some of the Tomb Raider side-scrollers like Nightmare Stone and Prophecy for
> the Gameboy. In those games there are timed traps, a lot of backtracking,
> etc. So you'll likely see more of this as levels progress.
> 
> Karl wrote:
> 
> I found a bug and a balancing issue. The bug is that stairs do not show up
> in the view command, so it is hard to tell where they are sometimes.
> 
> My reply:
> 
> Thanks for letting me know. I'll try and fix that asap. Although, They are
> easy to find by their sound. The steps are made out of stone and the floor
> is made out of dirt.
> 
> Karl wrote:
> 
> The balancing issue is that it is possible to encounter a harpy without
> finding a healing potion. I would recommend simply starting the player with
> one potion. I can hardly think that  Angela would not come prepared.
> 
> My reply:
> 
> Well, that's tricky. I understand your point, but these healing potions are
> magical items left in the temple. That's not exactly the kind of thing you
> pick up at the store and bring along with you on a tomb raiding adventure.So
> where exactly where would she get that potion she has?
> 
> Karl wrote:
> 
> this has been brought up before, but I have another suggestion of how to
> alert the player that they've been poisoned. The speech could simply say
> something like "Health: fair. You are poisoned." This would be enough to
> tell if you have been poisoned.
> 
> My reply:
> 
> Hmmm...Makes sense. Sounds like an easy enough thing to add. I'll look into
> it.
> 
> Cheers!
> 
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