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Hero cannot come back town because strong enemy #101

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sujiniku opened this issue Feb 25, 2018 · 1 comment
Open

Hero cannot come back town because strong enemy #101

sujiniku opened this issue Feb 25, 2018 · 1 comment
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@sujiniku
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sujiniku commented Feb 25, 2018

In Flare, when map will change, the defeated enemy is revive. Or, when the player save and close this game and restart this game,the enemy revive.

In this game, in volcano and castle and so on, the enemies are also strong, and there maps are few the heling item.
In such a map, the enemies interruput the hero of coming back the town. So the hero may not be able to come back town.

Actually, I played in the past testplay, the hero cannot return the town while the castle because strong enemy killed the hero over and over again.
So I rewrote the saved data and the moving the hero to town.

When the gameover, HP will fully recover, but the enemy is still too strong, and there are cases where it is difficult to return easily.
In the castle, there are many snakes and venom bat, enemy's range attacking are fast and violent and the hero cannot be escaped the enemy's attack, and the gameover occurs many times.
The hero have use out of recovery items and cannot return to town.

Therefore Some countermeasures are necessary.

I think that, For example, when the gameover, adding a function that allows to choose the return to town when the gameover.

@dorkster
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I think a better balancing of the difficultly would be a better solution than expecting the player to die. Many of the enemies attack so fast that it's hard to even get near enemies without taking a large chunk of damage. We could try tweaking the enemy power chance. Just looking at the normal skeleton, it has a 20% chance per-frame to attack, which is probably too aggressive. And for ranged attackers like the snake and venom bat, we could try reducing the projectile speed to make them more avoidable.

All that being said, the proposition of being able to return to town on death is interesting. I wonder if we could implement this by supporting the execution of an Event script on death. We could do a lot of interesting things with that, such as having a non-equipment item revive the player, like the fairy bottles in Zelda ALTTP.

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