Author Topic: New Boss Arenas: Feedback requested  (Read 2968 times)

Offline tigersfan

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New Boss Arenas: Feedback requested
« on: October 05, 2011, 06:23:47 am »
So, I made some new boss arenas that were released last night (.516), and I'm wondering what you guys think of them. Ideally, I'm looking for specific feedback. More than, "they're terrible" or "this one's good". I'd like to know what you like or dislike about them, so that I know which aspects to keep for future designs. Also, if you would add a screenshot of the one you are talking about, so that I know which one it is, that would be helpful too, but, even if you don't have a screenshot, I'd still like to hear your feedback. Thanks!

Offline Armanant

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Re: New Boss Arenas: Feedback requested
« Reply #1 on: October 05, 2011, 06:50:25 am »
One of them had layers of crates as destructible floors - this was really fun as I messed with the skele boss that spawned there by taking out the floor underneath him with energy pulse, level by level  :D

Wasn't any tactical advantage really... just fun!

Offline tigersfan

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Re: New Boss Arenas: Feedback requested
« Reply #2 on: October 05, 2011, 06:54:33 am »
That's actually what I had in mind with that one. I'm glad it worked out that way! :-)

Offline Itchykobu

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Re: New Boss Arenas: Feedback requested
« Reply #3 on: October 05, 2011, 07:01:02 pm »
I just fought in a long corridor with a staircase at the halfway point that I had not seen prior to this release. That seems like it would be an awesome arena if for bosses that move quickly along the floor, as the stairwell would give an excellent jump-off point. I fought a dragon their, and the length meant that I could kite really well and easily avoid the sentient flames, so maybe not great for him to spawn there. The giant skelebot might be a better battle, but he seems to wander aimlessly from one side of the map to the other.

If there was a ground based enemy that used the player as a focal point to charge towards then this map would really shine - like some sort of 'super rhino' that would charge, turn, charge, repeat - not exactly homing in on the player, but using the x-position to determine where to charge towards next. Then that staircase portion would become a focal point for jumping leverage.

Offline zebramatt

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Re: New Boss Arenas: Feedback requested
« Reply #4 on: October 06, 2011, 03:33:36 am »
Oh good God, you've created a monster! Super-rhino??  :)

Offline Itchykobu

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Re: New Boss Arenas: Feedback requested
« Reply #5 on: October 06, 2011, 06:14:23 pm »
Alternatively: The Hellephant

Offline keith.lamothe

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Re: New Boss Arenas: Feedback requested
« Reply #6 on: October 06, 2011, 06:52:14 pm »
The other night I was asking Chris to make a giant rhino boss.  He said it was already planned.
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Offline Itchykobu

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Re: New Boss Arenas: Feedback requested
« Reply #7 on: October 07, 2011, 05:54:55 pm »
I just fought my first battle in the 'Death Trough' arena - I think this one would be better if the platform at the top was shrunk (shrank?) or broken into smaller parts. The boss is flying back and forth underneath it, and I'm taking leisurely strolls across the top. It would be more action packed if the player wasn't so cozy on top.

Offline FallingStar

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Re: New Boss Arenas: Feedback requested
« Reply #8 on: October 07, 2011, 09:31:35 pm »
Thought I'd give a little bit of feedback after playing some towers.  I liked the added variety; definitely made the battles feel a bit more varied, even if I was hitting the same boss in most.

Picked two that stuck out to me as interesting, the first one that is the rectangle with the under dug tunnels was pretty interesting.  The tunnels gives a chance to check out the boss, see its stats and speed before engaging.  The little bumps in the landscape that lifted the boss (robot) varied the firing angles and made it a bit harder to dodge.  Was just ok for an easy boss, but for a tough one higher than my civ level by a bit, was quite interesting.  Never went up above but if I needed time to heal I probably would have headed up.

Second shot (the slope) was good, but in a way the opposite - instead of helping with the challenge, it magnified it a bit for me.  Slope is tough to judge jumps on over robot bosses, and a lot of the fighting happened there.  I felt like the platform on the right was meant for sniping, but I didn't end up using it much since the boss wasn't in range very often.  The level is wide enough that waiting for it to come back isn't really a great option.

Offline tigersfan

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Re: New Boss Arenas: Feedback requested
« Reply #9 on: October 08, 2011, 08:17:20 am »
Wow, great feedback guys! One thing to note, I'm just designing the rooms, the bosses that go in them are random, so I try to make some rooms that are good for some bosses, and some that are good for others, knowing that some fights will be easier or harder because of it. Once a few more bosses get added, it will really up the variety. Itchykobu, I see what you mean about that platform, I'll probably add some crates to it, so that you will only be able to walk the entire thing for a short amount of time.

FallingStar, for the first one, that's exactly what I had in mind for the tunnels, of course, if I could decide that kind of thing, I would also have put a monster spawner down there, but, you can't do it all. :-)

Anyway, thanks for the feedback. I'm taking a break from making more rooms as I type this. :-)

Offline FallingStar

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Re: New Boss Arenas: Feedback requested
« Reply #10 on: October 08, 2011, 03:57:52 pm »
FallingStar, for the first one, that's exactly what I had in mind for the tunnels, of course, if I could decide that kind of thing, I would also have put a monster spawner down there, but, you can't do it all. :-)

Actually it worked out well as it was, since the random spawned enemies dropped down into those tunnels anyways as the lowest point.  So above on the main level I didn't often have random enemies (they all fell, only got me if I ran past a spawner when they were coming out), but if I went below I had an army facing me there.

I think its pretty commonly true with any map that has any sort of under level to where the main boss is, you don't end up fighting the spawned enemies as much, unless the spawners get lucky with what they generate.  So all of those types of maps tend to be "easier."

On the flipside, just to mention general thoughts, the general map thing that is the worst for me are any grate like design floor/ceiling that has 1 crate gaps between indestructible blocks.  I know its to stop the boss from falling through and getting stuck, but it can sometimes be frustrating to get through.  Also I tend to get stuck in those little passages with dragons, which hurts. Better now with shields, and heat suits, but its never a good thing. 

Looking forwards to seeing all the new rooms!

Offline Martyn van Buren

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Re: New Boss Arenas: Feedback requested
« Reply #11 on: October 09, 2011, 07:03:36 am »
Really good --- I just did a tower that was all fire amoebas, and the rooms had enough variety that it felt like five different fights.  My favorite was a really tight close-quarters room which was basically a rectangle with a small alcove on the right side and a square of crates on the left; intense fight.

Offline tigersfan

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Re: New Boss Arenas: Feedback requested
« Reply #12 on: October 09, 2011, 07:34:12 am »
Really good --- I just did a tower that was all fire amoebas, and the rooms had enough variety that it felt like five different fights.  My favorite was a really tight close-quarters room which was basically a rectangle with a small alcove on the right side and a square of crates on the left; intense fight.

Glad you liked that one! I was wondering if it was going to be a bit too small, but a small intense fight was exactly what I was hoping for with that one. Thanks for the feedback!

Offline tigersfan

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Re: New Boss Arenas: Feedback requested
« Reply #13 on: October 11, 2011, 10:37:49 am »
I just fought my first battle in the 'Death Trough' arena - I think this one would be better if the platform at the top was shrunk (shrank?) or broken into smaller parts. The boss is flying back and forth underneath it, and I'm taking leisurely strolls across the top. It would be more action packed if the player wasn't so cozy on top.

Next time I submit more room maps, I'll be submitting an updated version of this one. I didn't shrink the platform, but I did add some crates to it.