05-Mar-2018, 6:15 PM
Quote:35 minutes ago, The Architect said:
I disagree with this, though. In my opinion, one of the things that really sets Chip's Challenge apart as a game is that it is purely puzzle-driven, with nothing that even remotely resembles combat. A LOT of games have some kind of player-driven combat, and it gets really boring. I like how in Chip's Challenge, you instead simply use the environment against your enemies.
And then I had to go and design DUNGEON QUEST
I agree with this point, but also think there are plenty of creative and non-violent ideas for tools that can destroy/remove monsters. I agree I wouldn't want Chip to have a sword or a gun or anything like that, but I think TNT and bowling balls are awesome, and it might be nice to have standard cherry bombs that were droppable. Lasers turrets would be awesome too. Or a 'freeze' gun.
My CC1 custom levelset, JoshuaBoneLP.dat
My 'Walls of CC1' custom levelset for CC2, JBoneWOCC.zip, containing levels based on the first 28 levels of CC1.
My CC2 misfit levels, JBoneMisfits.zip, containing 4 levels that didn't fit anywhere else.
Designer totals:
15 levels in CCLP3
52 levels in CC2
Public Apology: I'm very, very sorry about HAUNTED CASTLE, ANTARCTICA, and the endings on VENICE and THINKTANK.
My 'Walls of CC1' custom levelset for CC2, JBoneWOCC.zip, containing levels based on the first 28 levels of CC1.
My CC2 misfit levels, JBoneMisfits.zip, containing 4 levels that didn't fit anywhere else.
Designer totals:
15 levels in CCLP3
52 levels in CC2
Public Apology: I'm very, very sorry about HAUNTED CASTLE, ANTARCTICA, and the endings on VENICE and THINKTANK.