I don't think I could take three hours of the mega64 game awards bit but done completely seriously, I can barely handle the game awards as-is
I don't think I could take three hours of the mega64 game awards bit but done completely seriously, I can barely handle the game awards as-is
The two sides of the fight can have however many enemies I decide on, but for now have this one-on-one
The two sides of the fight can have however many enemies I decide on, but for now have this one-on-one
door.rpg is one or two notches too serious for that and harpy game doesn't really have a filler place it'd feel appropriate
door.rpg is one or two notches too serious for that and harpy game doesn't really have a filler place it'd feel appropriate
It'd certainly encourage riskier/less conservative play, but I dunno if it'd completely ruin the planning aspect of the genre [since seeing what's there then resetting ways an option prior]
It'd certainly encourage riskier/less conservative play, but I dunno if it'd completely ruin the planning aspect of the genre [since seeing what's there then resetting ways an option prior]
I didn't get a bunch of the character endings as options [and didn't even seem to unlock a bunch of them, as they seemingly require 100 friendship], but eh, some of those feel like ng+/guide-following territory
I didn't get a bunch of the character endings as options [and didn't even seem to unlock a bunch of them, as they seemingly require 100 friendship], but eh, some of those feel like ng+/guide-following territory
Maz is too results driven for grade to get in the way and I have no idea how I'd track all the things I'd want to in the default ohr battles
Maz is too results driven for grade to get in the way and I have no idea how I'd track all the things I'd want to in the default ohr battles
It's honestly weird to think about how a lot of RPGs don't make design choices that lead to them being able to, or wanting to, have areas filled with enemies that all share the same mechanical idea
It's honestly weird to think about how a lot of RPGs don't make design choices that lead to them being able to, or wanting to, have areas filled with enemies that all share the same mechanical idea
That one's incredibly regimented while ayesha feels a lot more like going at your own pace, and I don't have a good feeling for what that pace should be
That one's incredibly regimented while ayesha feels a lot more like going at your own pace, and I don't have a good feeling for what that pace should be
and that number could probably rise to 3-6 depending on how broad your definitions of 'reasonably-sized' and 'no real place to go' are
and that number could probably rise to 3-6 depending on how broad your definitions of 'reasonably-sized' and 'no real place to go' are
but mummy
but mummy
I don't think I had any random encounters early on that could just mulch you with no recourse, and that's a bit of a failing on my part
I don't think I had any random encounters early on that could just mulch you with no recourse, and that's a bit of a failing on my part