Fangames > Game Design
Mega Avoidance!! How to make it not too dificult/tedious?
Tamatou:
Near the end of my game I'll do a big Avoidance Medley with exactly 100 Songs.
However the order in wich the songs play is completly random.
Here is the problem:
Each Song plays for about 30 seconds.
Wich means the whole thing will take 50 Minutes.
This Avoidance is a major challenge at the end of the game and ment to be arguably the hardest part of the game but 50 Minutes is a bit overkill even tough the avoidance patterns themselfs are never too extreme. (About Meteor Stream Level in terms of difficulty)
I don't consider giving the player more then 1 hitpoint since I always hated when avoidances did that.
What I will most likely do is give the player the option to choose if he wants it to end after the 50th song is finished or if he wants to keep going. It'd be cool if I gave the player some kind of reward for doing the whole thing but I dunno.
Do you think a avoidance that big is a good idea to begin with.
Also, what it the longest known avoidance in fangames so far?
Do you have and other ideas to make this as enjoyable as possible for the player?
tehjman1993:
Your idea of the player ending the avoidance after the 50th song (read: 25 minutes) is absurd. There's a few inherent flaws with long avoidances:
-Attack variety
-Keeping interest
-Trying to keep it fair/balanced
For a 50 minute long avoidance, I have no idea how you're going to create attacks that aren't copied everywhere ... unless you're super creative, this is a big hurdle.
On top of that, keeping the interest of the player is key. Even for those that don't like avoidance, I know many of them will give it a shot if the fight seems interesting enough, well-designed, etc. Insta-gib attacks, especially in a long avoidance, is going to turn off a lot of the players that even reach this part of your game.
In the off chance that you actually create a full 50 minute avoidance with interesting attacks, great visuals, etc. etc., keeping it balanced is an entirely different monster that you'll have to tackle. Having the 3rd attack be monumentally harder than the 1st/2nd or any subsequent attacks is easy to accidentally do (which you don't want), which also makes attack variety difficult. It's a vicious cycle.
If you are still seriously considering a long avoidance (anything over 10 minutes), here's what I would recommend:
-Giving the player an option to have hit points. You said you were against it, but it really does make a lot of long avoidances fun, to some extent. Of course, the player can opt to only have 1 hitpoint (like "impossible" mode or something), but give not-as-skilled (or not-as-willing-to-grind-for-days) players the chance to have 10, 20, etc. hitpoints.
-Checkpoints are another option here. Maybe every 10 songs (that's every 5 minutes, according to your song length) have a checkpoint for the player, so that if he/she dies, it just puts them there instead of back at the beginning of the song. You could also vary this by "difficulty" that the player selects. Maybe at the 'impossible' difficulty, there are no checkpoints! But at the normal difficulty, there's 5 checkpoints.
-Don't follow a traditional avoidance route. Mix it up! There's plenty of really neat, interesting, and fun avoidances out there that don't just have the player dodging apples. Sometimes you have to do platforming, sometimes you have to perform an action, a gimmick, etc. This really keeps it interesting, and I would most certainly recommend something unique besides just plain "dodge this attack" avoidance.
Try to consider these suggestions. I hope this doesn't fall on deaf ears. A super-long avoidance is a neat concept, but you need to make it fun, engaging, and worth the time. Trying to invite as many people as possible to try your avoidance is much better than trying to overdo it and excluding essentially everyone except hardcore avoidance players. Don't become the "Happil 2" of avoidances.
Good luck.
Kyir:
No, I don't think it's a good idea. Even if you implement it your way, 25 minutes is a hell of a lot of avoidance without bonus HP. It might be interesting as a standalone game, but there's going to be a certain sense of betrayal from some people if they do a bunch of platforming and are then faced with something of that magnitude out of nowhere.
If you really, really, really, want to do something like this, I think offering more HP or cutting down on the length is almost mandatory. Finding 50 minutes of good song clips is also probably going to be a challenge unless you're fine with reusing the same stuff everyone else does for their bosses.
RandomFangamer:
I could only see this as becoming one of those "Happil 2" like things where no one takes it seriously and it basically becomes a joke.
50 minutes is insane,
like, really insane.
I can't see anything over 15 minutes being still enjoyable, and even that is a stretch.
No matter how interesting the attacks are I still think this will still be a hell hole in a possibly great game.
Not to mention, this will be a major difficulty spike. I don't know how hard this game is, but if it is anything like BLB 1 this will be a major difficulty spike.
I would say that you could give the player a lot of HP, but I believe the bigger concern here is that the player will get tired. I mean, 50 minutes is A LOT of time.
Truly, I think you should lower it down to 15 minutes or less.
I'm just worried that this will turn away a lot of players, especially those who haven't beaten Meteor Stream.
To answer your last question, the longest avoidance I've seen is Rainbow Miku, which is about 30 minutes long, and that game gives the player a lot of HP.
Denferok:
50 minutes isn't really as bad as people might think, compare it to rainbow miku which is just over 30 minutes
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