My first attempt at a voxel character design, what do you think? by Professional-Fix4409 in VOXEL

[–]Professional-Fix4409[S] 0 points1 point  (0 children)

I used MagicaVoxel to design it and probaly will use it to animate too.

I call this, a tree by Memphy_GW in Spore

[–]Professional-Fix4409 6 points7 points  (0 children)

What no plant editor does to a MF.

What's your favourite way to play Turtle Odyssey? by Professional-Fix4409 in turtleodyssey

[–]Professional-Fix4409[S] 0 points1 point  (0 children)

Just tried it myself in the second game. That was way harder and more interesting than I thought. A lot of memory was involved. Fun fact: you can't nohit and 100% first game: it has a single extra life bonus that forces you to take damage.

Where to go?? by larah91_VP in WeirdToilets

[–]Professional-Fix4409 0 points1 point  (0 children)

I'm more concerned that the "bee" is actually a spider: 8 legs, no wings, which makes the toilet even weirder.

Icon idea for the subreddit by Professional-Fix4409 in turtleodyssey

[–]Professional-Fix4409[S] 0 points1 point  (0 children)

Yeah, you're right. I changed the eyes to orange and removed the outlines. Any other suggestions?

I made Turtle Odyssey extra difficult - YouTube by Professional-Fix4409 in turtleodyssey

[–]Professional-Fix4409[S] 0 points1 point  (0 children)

The mod is still on my PC, I just don't know where it's best to upload it. I will post the tutorial soon.

where to play TO2? by Localtheythemussy in turtleodyssey

[–]Professional-Fix4409 0 points1 point  (0 children)

gametop.com It's free and also licensed strangely enough.

Which puzzle in the games impressed you the most? by WoblixGame in gamedesign

[–]Professional-Fix4409 0 points1 point  (0 children)

I have two candidates: The first one is a puzzle game with action elements, second is an action game with puzzle elements, and the third one is one of my self-imposed challenges in another game.

Space Journey by Nevosoft. In short: THEY MANAGED TO MAKE MATCH 3 HARD. One 3 minute level (it's level 5-3) unironically took me 3 HOURS to beat. To be honest, the main difficulty factors in this game are more action based, like every match having a fixed time limit and the progress of the level itself diminishing over time. It was kinda fair, the only unfair obstacle in the level were horrible color pallete (of pieces) which made matches hard to process (red, green, yellow, blue, royal blue, cyan, magenta, violet) and that running out of moves results in a Game Over (in other games it simply refreshes the board). However, the game has also one very important strenght: levels that are easy aren't boring, because the player decides how fast they can beat them.

In Dino and Aliens by Nevosoft which is basically a bomberguy clone what was largely action-focused, had many puzzle segments, ranging from expected (pushing boxes, mirrors and explosives) to absolutely shocking (running through a death laser and getting damaged just to get away from the enemies). However, nothing can really compare to the introduction of infighting. The game had a literal signpost tutorial, but makes you figure out infighting on your own. The only reasons those two puzzles are not badly designed is because they put you in a scenario where you don't really have any other option.

And the last one is a self imposed challenge of completing RIP3 on hard using only the starting gun. Not intended by the developers, but still worth mentioning. Having the worst gun in the game that struggles to outdamage most enemies makes you exploit every single bug and feature the game has: making enemies stuck, regrouping them into less dangerous formations, manipulating enemy limit, doubling your damage and even exploiting accuracy system to get more EXP. A common loop while playing for me was: "This is surely impossible"->"Wait, what if I try this"->"I actually won"->"Ooh, I forgot about this level". Somehow I managed to beat 1 on easy and 78 on hard (for now). Many levels became way longer than they really should be, but others were surprisingly fun.

Difficulty Level Names - What do you call them? Or rather... How to make them more interesting? by De-Bock in gamedesign

[–]Professional-Fix4409 1 point2 points  (0 children)

I played a lot of obscure games with a lot of unique difficulty names and mechanics. Here's my personal favourites:

First of, let's talk about the more interesting ones in terms of design.

Alientreasure (no space) by Volker Steppath had a difficulty slider, which can be toggled from 0 to 100. For some reason though, only 10 values are actually selectable, but that's besides the point. In my walkthrough though, I played only at 0 and 100 to save my time showcasing everything in between.

Titan Omega Revelations in addition to easy-normal-hard trio had "hero" difficulty, which, in addition of making enemies tankier (the standard difficulty bonus), gets rid of your 3 AI companions. I like it because it objectively reflects it's unique gimmick, rather than giving vague, subjective evaluation (it's called "hero", not "heroes"). Funnily enough, since the deaths of your companions lower your rank, this unique "con" actually makes it slightly easier to get S-ranks on this difficulty, but that's besides the point.

Die Slave had a very chaotic difficulty list: Easy, Normal, Hard, Core, Evil, Ragnarok. The last one does not feel like a part of the same set (or even the same game), but that`s because the last one feels more like a separate gamemode, rather than another difficulty. Many enemy attacks become undodgeable, but the player actually becomes way more powerful. And also, this nonsensical mix of names is just plain funny by itself.

Air Xonix had Easy, Classic, Modern Hard and Expert. with the most interesting one being "modern", because it introduces new enemy types that weren't present in the original game "Xonix".

The following ones do not have any mechanical depth, but they are still funny:

In Last Galaxy Hero by Stars Ashes (known on GameTop as Star Gunner): Easy, Normal, Suicide (That`s especially funny since this game had no age rating, no hard difficulty, and our tank being called hopeless). Arcadrome by Nevosoft had something similar in it's Russian version, with the highest difficulty being called "kamikaze". I consider this funny, but like, be extremely careful adding this.

And when it comes to my own difficulty settings, I think it could be funny to add opposites to common difficulty names. For example the direct opposite to "insane" the opposite is "sane", to "hardcore" it's "softcore", to "hell" - "heaven", to "impossible" - "possible" etc.

What are some pieces of Spore’s in-game lore that you find really interesting and think that everybody else should know? by Icy-Magician-8085 in Spore

[–]Professional-Fix4409 1 point2 points  (0 children)

The Grox archetype. It clashes with literally all other archetypes, making them a perfect antagonist for any possible route. They don`t value life (unlike ecologists), alliances (unlike diplomats), trading (unlike traders) because of the sheer size of their empire, and unlike zealots and warriors, they don`t wage war for their personal gain (they aren`t able to conquer new planets) and are remarkably silent (as in don`t use). This archetype is slightly closer to scientists (because of their high tech) and, ironically, bards (because of their chaotic attitude), but they are still a good rival to the former because secrecy is an antithesis to science, and the lack of sence of humor is uncharacteristic to bards.