Progress! Map12 (map 2 of Episode 2) is nearly finished.
I still have to work on the scoreboard but at least work is getting done. I still need some playtesters to go through the first episode and let me know about anything that needs fixed, or any issues with gameplay.
I've only played to level 4 so far (I didn't have the time to finish it in one sitting) but I absolutely love what I've played so far and I'll possibly add more to my opinions after playing later levels. Right away I wasn't sure how I was going to like having infinite "ammo" but the mechanic is very well balanced and I came to love it. The powerups are a fun take on different attacks and I like that they are limited which makes them more precious, the enemy variation so far has been great and I like that there's a fairly regular feed of new enemies to fight, speaking of which fighting is surprisingly tactical for what seems simple at face value..choosing who to take out first could be the difference between life and death depending on the situation, the ground unit charging at you? the air unit sniping you? I also enjoyed how enemies sometimes spawned more in a room you've already cleared.. I died to this once or twice letting my guard down, keeps you on your toes. Health always felt like a real concern but never an annoyance, playing well enough there was always more potions around the corner to keep me alive, even if only barely. I loved the destroyable walls and the traps in the jumping areas were pretty scary, died twice from different ones. The strict bonus points are also a nice touch, it really encourages replaying if you are into score.
The layouts and graphics themselves were also amazing, everything was beautiful and the non-linear areas were a delight where it was a simple "Which direction should I tackle this room in?" or having the choice to go to entirely different areas as well as the teleporting potions that take you to small areas for loot. I honestly can't think of any complaints.. even nitpicks. Basically, I love this project.
Edit: Played 5 & 6. A considerable step up in difficulty, some of the traps were absolutely brutal and unforgiving but not to the point that they felt unfair or annoying. I really enjoy how much of a real threat they are, possibly more-so than the enemies themselves.
Is an option to restart a level possible? Replaying the entire game just to get the best score possible when you screw up one stage is a pretty brutal punishment. I know you could just savescum and all but that feels cheaty.
Re: Hocus Doom
Posted: Sat May 16, 2015 2:07 pm
by Cryomundus
fluff wrote:Is an option to restart a level possible? Replaying the entire game just to get the best score possible when you screw up one stage is a pretty brutal punishment. I know you could just savescum and all but that feels cheaty.
In the console type "map map##" or whatever the name "map" is replaced with along with the number of the map. You'll restart the map entirely.
Re: Hocus Doom
Posted: Sat May 16, 2015 3:23 pm
by fluff
Will doing it that way affect my overall score? I assume not but not entirely sure of how that system works.
Re: Hocus Doom
Posted: Sat May 16, 2015 4:39 pm
by Disc Primitive
Can't put words on how awesome this is. I love both Hocus Pocus and Doom (or Hexen I might say, as the hand sprite is from the mage in that game), and seeing the two in one game just blows my mind.
Re: Hocus Doom
Posted: Sat May 16, 2015 4:54 pm
by Cryomundus
fluff wrote:Will doing it that way affect my overall score? I assume not but not entirely sure of how that system works.
Well, there's also "changemap map##", which brings you to whatever map you want with all your current items/weapons intact. It also keeps any monsters you've killed dead and items that have been collected will stay collected. It's kinda cheat-y, but if you don't mind that than just use that one. Once I found out about it, I've used it to go back to map 15's on various megawads to find the secret exit, if it isn't a timed one.
Re: Hocus Doom
Posted: Sat May 16, 2015 5:15 pm
by Disc Primitive
Kind of like how Blake Stone did.
Re: Hocus Doom
Posted: Sat May 16, 2015 9:29 pm
by ravage
fluff wrote:
Is an option to restart a level possible? Replaying the entire game just to get the best score possible when you screw up one stage is a pretty brutal punishment. I know you could just savescum and all but that feels cheaty.
I'm not sure what you mean. When you die, you only have to restart the current stage, not the entire game. Is your score somehow resetting to 0? I've never once seen that before.
Re: Hocus Doom
Posted: Sat May 16, 2015 10:01 pm
by Cryomundus
ravage wrote:
fluff wrote:
Is an option to restart a level possible? Replaying the entire game just to get the best score possible when you screw up one stage is a pretty brutal punishment. I know you could just savescum and all but that feels cheaty.
I'm not sure what you mean. When you die, you only have to restart the current stage, not the entire game. Is your score somehow resetting to 0? I've never once seen that before.
I think it's more along the lines of accidentally beating a level before getting everything, so you'd wind up with a lesser score. The "changemap map##" will let you go back, though.
Re: Hocus Doom
Posted: Sun May 17, 2015 12:36 am
by ravage
Well, that's the point of the scoreboard. Each new playthrough is a chance to beat your high score!
Re: Hocus Doom
Posted: Sun May 17, 2015 1:22 am
by fluff
I understand that, it's just kind of daunting to replay the entire game because you were a little slow on a single level. :c