File: Bomb Room upd.swf-(398 KB, 640x480, Game)
[_] eat 'em apples again Anonymous 09/09/19(Mon)19:37:43 No.3402044
>> [_] Anonymous 09/09/19(Mon)20:23:03 No.3402045
Neat
>> [_] Anonymous 09/10/19(Tue)11:28:06 No.3402084
>>3402044
Very organic puzzle game
Good stuff!
>> [_] Anonymous 09/10/19(Tue)17:19:10 No.3402097
>can't leapfrog fire anymore
homosexual agenda at work
>> [_] Anonymous 09/10/19(Tue)17:42:07 No.3402100
>>3402097
But now you can wait by pressing space.
>> [_] Anonymous 09/10/19(Tue)19:13:35 No.3402103
I feel space makes this game too easy. Forcing user to move forces the user to think ahead and
makes it feel like a puzzle. Like Superhot.
>> [_] Anonymous 09/10/19(Tue)19:25:01 No.3402105
>>3402103
Maybe a penalty for using it would make it balanced, like losing half of your stamina?
>> [_] Anonymous 09/10/19(Tue)19:41:15 No.3402106
>>3402105
I don't think it is an actual balance issue though. Its more about the feel of getting
accidentally into unfavorable situations and the joy when sometimes you even get out of them. I
can predict far too if I can stay still and I feel safe and comfortable. When I need to move, I
often make a lot more mistakes.
Maybe the alternative is to create the urgency by forcing you to move within, say, 4 second and
have very visible timer ticking down. That is a lot of time, but you can feel the pressure. This
ofcourse changes the nature of the game a lot.
Disclaimer: Everything above is very subjective.
>> [_] Anonymous 09/10/19(Tue)19:47:08 No.3402107
>>3402106
I think I'll just have the standard mode without a wait ability, and cram my other ideas as
alternate game modes into a menu as extras.