Re: [stella] Skeleton - complete

Subject: Re: [stella] Skeleton - complete
From: "timchrissnider@xxxxxxxxxxx" <timchrissnider@xxxxxxxxxxx>
Date: Tue, 10 Sep 2002 08:50:42 -0400
Hey Eric,

Gotta tell you, love the game. Very fun, atmospheric, and the maze 
formation is incredibly clever indeed!

I believe the gameplay could be "tweaked" just a little though. I don't 
agree with the compass/indicator, as getting lost is half the fun. But, I 
agree that an extra element of "challenge" needs to be there.

The one wandering ghoul is cool, but - in leau of more critters in the 
maze - how about 3 or 4 "traps?" Randomly have 3 or 4 "points" in the 
maze be where a trapdoor or other "crush/kill you" trap would be 
hidden. When you're "one space" away from one of these (even if 
there's a wall between player and trap), have the speaker sound a 
small alarm (a boop or siren or something simple.) The player - via trial 
and error - would have to determine where these "kill zones" are and 
work their way around them, while still looking for the skeleton.

Also, if the skeleton is obviously close, the player would have to tread 
lightly if the "trapdoor" alarm sounds. I feel this might be simple to 
insert and it'd stress the player out even more while they try to 
trackdown the skeleton.

I think an old D&D handheld game used a similar gameplay element. It 
really stressed me out when I had to worry where I was stepping as 
well as hunt/avoid the creatures in the maze. Just an idea that, I 
thought, may be simple to implement. Maybe a selectable option?

Regardless, this is a great, great game!

 

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