Some things I learned from God Hand.
1) Style matters. Music matters. Make them good.
2) Ramping difficulty: The way God Hand gets more difficult the better you do seems to work very well. It encourages doing well and not getting hit, while at the same time, not letting difficulty drop too low when you aren't doing well. It ensures you'll constantly be challenged. (note: it is important to include a reward with higher difficulties to encourage people to want to get it high.)
3) The skills all have subtle differences that aren't obvious at first. Number crunching isn't going to really help any. Intuition, experience, and experimentation are key. I think that's important.
You are responsible for all that you do, all that you don't do, and the consequences thereof.
Tuesday, November 06, 2007
EVE's council
http://www.warcry.com/articles/view/previews/2606-EVE-Online-The-War-on-the-Impossible-Part-2-Democracy
Sounds like it's an elected council of advisors. They have no actual power beyond the ability to speak, and the implication that they will be heard.
Sounds like it's an elected council of advisors. They have no actual power beyond the ability to speak, and the implication that they will be heard.
Monday, November 05, 2007
God Hand
Fist of Gold
Swinging high
Sending enemies
To the sky
http://www.capcom.com/godhand/
It appears the official page died, guess I'll just have to settle for the wiki entry:
http://en.wikipedia.org/wiki/God_Hand
I love this game. Bloody hard though.
Swinging high
Sending enemies
To the sky
http://www.capcom.com/godhand/
It appears the official page died, guess I'll just have to settle for the wiki entry:
http://en.wikipedia.org/wiki/God_Hand
I love this game. Bloody hard though.
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