Can't get very far in this game
Fall of Darkness
I cannot get past the teleporting dogs heads in the cave at the beginning of the game. They kill me evey time!!
Go to the bottom right of the screen. Then walk on the hill. Then kill the "dogs" (skulls) from there. And in the upper screen. And then go back the same way.
Thanks - that was somewhat helpful. However, I cannot fireball them (it did not damage) - my only option was to hit them with my staff (a measly 1 point damage). As you can imagine this took a very long time to kill them, I think i have wore out my CTRL button!
In the next section I stayed on the mountain, same scenario to kill them. Then it was difficult to get back on the path, I had to go back to the previous section, the screen locked up again and I had to do it all over again. A little bit discouraging to say the least!! There must be an easier way!!
In the next section I stayed on the mountain, same scenario to kill them. Then it was difficult to get back on the path, I had to go back to the previous section, the screen locked up again and I had to do it all over again. A little bit discouraging to say the least!! There must be an easier way!!
Nope. It's the easiest way.
And yes, fireball doesn't damage them... MUCH!
And yeas again, you have to be pretty quick to fight them. But it isn't impossible.
And yes, fireball doesn't damage them... MUCH!
And yeas again, you have to be pretty quick to fight them. But it isn't impossible.
September 9th 2007, 01:51 PM
ghost
What's with this new trend of making enemies way too overpowered? First Bill and Kill, now these "skulls." For god sakes it's the first thing you fight and pretty much impossible without cheating. They don't even teleport correctly. While their graphic might jump, their damage radius stays in the same spot which means your getting damaged by invisible. Making enemies that strong isn't even fun to play against. It just shows that the author needs to do a better job balancing. This unbalanced enemy should be fixed to be manageable to kill in the next version of the DMOD.
No, he's serious and he's right. Dmods with just a few WAY overpowered enemies and then "THE END" always suck. No exceptions.
"I'm 19 years old"
BWAHAHAHAHAHAHAHIHIHIHIHIHOHOHOHEOHEOHEOHEOHEHEHEHGEHEHEHEHEHEHHEHEHEHEHEHEHEHEHEH
And I can play Eruption backwards while doing backflips.
BWAHAHAHAHAHAHAHIHIHIHIHIHOHOHOHEOHEOHEOHEOHEHEHEHGEHEHEHEHEHEHHEHEHEHEHEHEHEHEHEH
And I can play Eruption backwards while doing backflips.
In case you didn't know, smartass, IQ and EQ differ per person, right from birth, and affect mental development. Even if his IQ and/or EQ are fine, he is a different person with different personality traits.
What I'm saying is, we're all different, and some people are better at doing some things than others. Right now, I'd say skull sucks in the development of Dmods.
What I'm saying is, we're all different, and some people are better at doing some things than others. Right now, I'd say skull sucks in the development of Dmods.
Or then, I am just better player than you.
And they aren't even near impossible.
EDIT: And I thinks we wound another spammer! Madstalker.
And they aren't even near impossible.
EDIT: And I thinks we wound another spammer! Madstalker.
That's not how spamming works.
Anyway, the enemies ARE impossible. So "challenging" it's not even fun to play your Dmods.
Anyway, the enemies ARE impossible. So "challenging" it's not even fun to play your Dmods.
When will people realize that overpowering stats doesn't make a good "challenging" enemy? Different moves, obstacles, and certain weakpoints make for a fun and challenging enemy. Is it because people are lazy?
Making an overly powerful boss makes DMODs feel important because it costs a lot of effort to succeed. It's the easiest way to make a DMOD feel important.
The other is making an oversized story. A romp telling about a lone hero that rescues the world from great evil may seem more important than one about Dink having to find a flower to impress his girlfriend. While the latter one is in fact more appropriate for a romp. Keep the 'save the world' scenarios for the great quests & epics...
<EDIT> And Skull, if you want warping enemies look how initiation did it. Fighting these is really annoying, and hard...
The other is making an oversized story. A romp telling about a lone hero that rescues the world from great evil may seem more important than one about Dink having to find a flower to impress his girlfriend. While the latter one is in fact more appropriate for a romp. Keep the 'save the world' scenarios for the great quests & epics...
<EDIT> And Skull, if you want warping enemies look how initiation did it. Fighting these is really annoying, and hard...
It took me ages to kill one monster. I almost wore out my CRTL button. In the end I gave up and just deleted the game.
You're missing the point. It's not that the enemies are too difficult, it's that fighting them is annoying and takes a long time. No one will bother playing your dmod past the first few screens.
skull totally sucks at making Dmods. No one is going to fight one enemy for 10 minutes, only to die when 1 single mistake was made. And that times ten.
Ok. So, should I make them have 1. defense and 1. strength?
Or then you just won't try hard enough, because I've played it through.
Unless Dan did put the strengths up after I played it last time. That would make sense.
Or then you just won't try hard enough, because I've played it through.
Unless Dan did put the strengths up after I played it last time. That would make sense.
"Ok. So, should I make them have 1. defense and 1. strength?"
No, but you shouldn't make them have 1000 strength and 1000 defense. Look at other Dmods for a good balance, and don't let things like Bill and Kill happen again. <_<
No, but you shouldn't make them have 1000 strength and 1000 defense. Look at other Dmods for a good balance, and don't let things like Bill and Kill happen again. <_<
8 years later, and I have to agree that the opening battle is annoying enough to have lost my interest after only a couple minutes.
First problem is the use of "Say_stop" to describe the monsters teleportation ability without freezing the game, forcing two uses of the space bar while your health dwindles from being attacked. Being unable to hit for even a zero, 90% of the time, is not a battle but merely an exercise in futility.
This is sad because I am sure there are some cool things in this file, and certainly the blinking enemies could be used in a decent way, but they simply blink faster than the attack sufficiently that it is too difficult for the average player to gain any ground.
Even with a small measure of success in causing damage, would encourage some players to adjust their strategy to improve but I think this file is aimed at a tiny subset of the community and not like to be of interest to the masses.
Out of curiosity I will adjust my &strength to see if there is more to this file than merely being disappointed.
Mm.
Update.
There is a story here, and this demo seems like it has an interesting story line that deserved to be developed into something more substantial. It is unfortunate that most players, the viewing audience, won't progress far enough to gain the same appreciation I have.
First problem is the use of "Say_stop" to describe the monsters teleportation ability without freezing the game, forcing two uses of the space bar while your health dwindles from being attacked. Being unable to hit for even a zero, 90% of the time, is not a battle but merely an exercise in futility.
This is sad because I am sure there are some cool things in this file, and certainly the blinking enemies could be used in a decent way, but they simply blink faster than the attack sufficiently that it is too difficult for the average player to gain any ground.
Even with a small measure of success in causing damage, would encourage some players to adjust their strategy to improve but I think this file is aimed at a tiny subset of the community and not like to be of interest to the masses.
Out of curiosity I will adjust my &strength to see if there is more to this file than merely being disappointed.
Mm.
Update.
There is a story here, and this demo seems like it has an interesting story line that deserved to be developed into something more substantial. It is unfortunate that most players, the viewing audience, won't progress far enough to gain the same appreciation I have.