Dungeons & Dragons: Tower of Doom (SAT) WIP
Graphics-8.5 Sound-7.5 Control-8 Challenge- Story-6
Level Design-7 Frustration-7 Fun-7.5* Originality-6
Overall Score-
*2-player
+
Branching paths (you'll be given two choices at certain points via a dialogue prompt but there are also hidden paths in the stages)
Pretty fast paced
Four different characters (mainly differ in which spells they can use)
Monetary system (buy HP and secondary weapons in shops) and level system
2(?)-player co-op
Great art direction and attention to detail
Good animation
Difficulty options (English)
Inventory for switching between magic/sub weapons on the fly
Blocking (using a shield, a bit clunky to use) and countering (slam attack after blocking - need to be fast)
Transfer money between players when in the shop (place your hand above someone else's and press C)
Slam attack (Forward+A, hits for as hard as the third attack in a standard combo (4xA, see Turtles in Time) which can be cancelled by pushing in the other direction - can hit twice if done right
Hit knocked down enemies (attack when close, downstab, or slam attack (Cleric only))
Some cool spells (Polymorph)
Most spells require some skill to be effective (unlike the smart bomb style of some games)
Crouching (press C while pushing downwards - can attack knocked down enemies and more importantly pick up drops faster)
Roll attack (done while getting up from crouching) - can also be used as a dodge move
Slide/back roll (for dodging, a bit clunky to use)
Stat boosting items (destroyable by the enemy) - lost upon death
Good dialogue for an old beat 'em up
Some chest traps also affect enemies
No slowdown or flicker
+/-
Timed shops (not a big problem)
Camera focuses on player two (can lead to missing some attacks or drops for player one)
Need keys for some chests
Players can hit each other with bombs and thrown items
Somewhat randomized damage
Barely follows D&D rules at all (see Baldur's Gate for something more faithful)
Borrows some elements from Golden Axe
Can't switch spells/subweapons while pausing
Can't carry Healing potions in your inventory
Pretty forgiving hit detection
Unlimited continues (can't be turned off, can't switch character after death)
-
No throws
Lack of advanced combos
Jumping is a bit stiff
Experience points only affect the score - not if you'll level up at the end of a stage or not
Some trial & error (boss patterns - some counter if attacked when knocked down, how time semi-stops during a spellcasting, unblockable attacks, no drops from polymorphed enemies)
Repetitive voice samples
Item pick up move mapped to the same button as attack and also takes priority
No mounts
A bit repetitive (many re-used enemies)
Running mapped to double tap instead of a button (some odd limitations as well, see notes)
Fighter's no items-move not very useful?
Somewhat muffled audio
Notes:
-Odd dashing mechanic - Two things to keep in mind: first, the game remembers a joystick tap for about half a second after you do it. If you accidentally tap the joystick once, then try to dash, you won't be able to do it - you'll be out of sync with the game. Second, remember to turn in the direction you want to dash before you do the move. Failure to turn first will also put you out of sync with the game.
Level Design-7 Frustration-7 Fun-7.5* Originality-6
Overall Score-
*2-player
+
Branching paths (you'll be given two choices at certain points via a dialogue prompt but there are also hidden paths in the stages)
Pretty fast paced
Four different characters (mainly differ in which spells they can use)
Monetary system (buy HP and secondary weapons in shops) and level system
2(?)-player co-op
Great art direction and attention to detail
Good animation
Difficulty options (English)
Inventory for switching between magic/sub weapons on the fly
Blocking (using a shield, a bit clunky to use) and countering (slam attack after blocking - need to be fast)
Transfer money between players when in the shop (place your hand above someone else's and press C)
Slam attack (Forward+A, hits for as hard as the third attack in a standard combo (4xA, see Turtles in Time) which can be cancelled by pushing in the other direction - can hit twice if done right
Hit knocked down enemies (attack when close, downstab, or slam attack (Cleric only))
Some cool spells (Polymorph)
Most spells require some skill to be effective (unlike the smart bomb style of some games)
Crouching (press C while pushing downwards - can attack knocked down enemies and more importantly pick up drops faster)
Roll attack (done while getting up from crouching) - can also be used as a dodge move
Slide/back roll (for dodging, a bit clunky to use)
Stat boosting items (destroyable by the enemy) - lost upon death
Good dialogue for an old beat 'em up
Some chest traps also affect enemies
No slowdown or flicker
+/-
Timed shops (not a big problem)
Camera focuses on player two (can lead to missing some attacks or drops for player one)
Need keys for some chests
Players can hit each other with bombs and thrown items
Somewhat randomized damage
Barely follows D&D rules at all (see Baldur's Gate for something more faithful)
Borrows some elements from Golden Axe
Can't switch spells/subweapons while pausing
Can't carry Healing potions in your inventory
Pretty forgiving hit detection
Unlimited continues (can't be turned off, can't switch character after death)
-
No throws
Lack of advanced combos
Jumping is a bit stiff
Experience points only affect the score - not if you'll level up at the end of a stage or not
Some trial & error (boss patterns - some counter if attacked when knocked down, how time semi-stops during a spellcasting, unblockable attacks, no drops from polymorphed enemies)
Repetitive voice samples
Item pick up move mapped to the same button as attack and also takes priority
No mounts
A bit repetitive (many re-used enemies)
Running mapped to double tap instead of a button (some odd limitations as well, see notes)
Fighter's no items-move not very useful?
Somewhat muffled audio
Notes:
-Odd dashing mechanic - Two things to keep in mind: first, the game remembers a joystick tap for about half a second after you do it. If you accidentally tap the joystick once, then try to dash, you won't be able to do it - you'll be out of sync with the game. Second, remember to turn in the direction you want to dash before you do the move. Failure to turn first will also put you out of sync with the game.