Hi Tom.
As you know I'm an exploration fiend, so the maze aspect of shades of doom
is very much something else I like about the game, aprticularly given that
David did a great job with ambient sound sources in the maze which give it
an interesting background to explore too even though the game didn't involve
much music. combine this with the item randomization and you've got a great
game with lots of replay.
The two things I'd have liked to see in shades most are 1, more enemies,
since the 7 or so types the game has do seem a little samy after a while
especially mid game, and 2, more areas which it was not! necessary to
complete to finish the game, but which added to the over all levels.
To explain, as it stand you need to pretty much go everywhere on each level
to make sure you get all the data wafers and those messages. it'd be great
to see a game that has false trails as well as genuine routes through the
levels, so that people can choose to explore fully or to just head for the
exit. This would be particularly of advantage in a game with stat boosts or
other extras to collect, since then there is always the possibility that
exploring leads to more items.
this is something many of my favourite exploration games do, indeed in many
of the more recent and large size fan created Turrican levels, there are so
many false trails that finding the correct route is near impossible,
aprticularly considdering Turrican levels can have their exit anywhere, and
some of the fan created ones are truly gigantic!
While I know some people find exploration in audio based games a trial, I'd
say that thanks to shades and swamp, not to mention previous mota betas ad
games like Airic, we're familiar enough now over using things like
coordinates, difference in environment (be these sound sources, room names
or whatever), to be albe to have maps at least as complex as those in a game
like Original prince of persia.
Beware the Grue!
Dark.
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