DavidVideo
Recent Activity
DavidVideo
played
Xenonauts
3 days ago
DavidVideo
played
River City Ransom
3 days ago
DavidVideo
backloggd
Under the Skin
10 days ago
DavidVideo
reviewed
ACA Neo Geo: Puzzle Bobble
Really fun game, but I have two big issues with it
1. The garbage bubbles that get sent to you should always prioritize areas where bubbles are higher up I.E. "safe" areas. I can't count how many times I've been one shot away from a huge comeback only to be instantly killed by a single bubble landing in the exact worst spot instead of the 80% of the screen that is totally unoccupied.
2. The timer produces too many checkmate scenarios. If you have any bubbles in the bottom row, and the next three bubbles the game gives you aren't going to be enough to clear them up, then screen shake may as well be an instant game over. There are a lot of potential solutions for this one.
I think if pushing the whole board down would result in a game over, you could instead have an equivalent number of bubbles materialize in the aforementioned safe areas. This would still disrupt the player by reinforcing/undermining the chokes they've been setting up. Something tells me that you could exploit this, but I'm not sure how.
A second solution could be to prevent the timer from moving forward on turns when the player pops a bubble, however this doesn't solve the basic problem of bad bubble RNG intersecting with running out of time.
These kinds of RNG problems are especially egregious in a game where there is already a second player introducing noise. It's like if in a boxing max the ref suddenly started throwing superman punches to keep the boxers on their toes.
1. The garbage bubbles that get sent to you should always prioritize areas where bubbles are higher up I.E. "safe" areas. I can't count how many times I've been one shot away from a huge comeback only to be instantly killed by a single bubble landing in the exact worst spot instead of the 80% of the screen that is totally unoccupied.
2. The timer produces too many checkmate scenarios. If you have any bubbles in the bottom row, and the next three bubbles the game gives you aren't going to be enough to clear them up, then screen shake may as well be an instant game over. There are a lot of potential solutions for this one.
I think if pushing the whole board down would result in a game over, you could instead have an equivalent number of bubbles materialize in the aforementioned safe areas. This would still disrupt the player by reinforcing/undermining the chokes they've been setting up. Something tells me that you could exploit this, but I'm not sure how.
A second solution could be to prevent the timer from moving forward on turns when the player pops a bubble, however this doesn't solve the basic problem of bad bubble RNG intersecting with running out of time.
These kinds of RNG problems are especially egregious in a game where there is already a second player introducing noise. It's like if in a boxing max the ref suddenly started throwing superman punches to keep the boxers on their toes.
11 days ago
DavidVideo
backloggd
The Bustling World
11 days ago
DavidVideo
backloggd
Ishar: Legend of the Fortress
11 days ago
DavidVideo
backloggd
Liberal Crime Squad
11 days ago
DavidVideo
backloggd
Caravaneer 2
11 days ago
DavidVideo
backloggd
DV: Rings of Saturn
11 days ago
DavidVideo
backloggd
868-Hack
11 days ago
DavidVideo
backloggd
River King: A Wonderful Journey
11 days ago
DavidVideo
backloggd
Tale of Immortal
11 days ago
DavidVideo
backloggd
You Are Empty
11 days ago
DavidVideo
backloggd
Siralim Ultimate
11 days ago
DavidVideo
backloggd
ADOM: Ancient Domains of Mystery
11 days ago