https:\/\/sistersitescasino.co.uk\/casinos\/xl-casino\/<\/a> pursuing the hero within the room. The only enemy in the game with such behavior and visual.<\/p>\nDragon<\/b> — The game, however, is called Pestilent Beast. Large, is the hallmark of the game. In behavior, it looks more like a trap – it stands still and at equal intervals, it is pushing a pillar of fire, from which the waves diverge. Our goal is just to smile past. This is done cunningly – it is necessary to jump over one of the jumps through a wave of fire and be on the other side of the place where the beast is puffing;<\/p>\n
Cross inverter<\/b> — The only device in the game that globally affects the mechanics. Makes all the inverted crosses (which cannot be picked up) in all rooms to turn into normal and vice versa. Potentially, such a thing could force the player to consider more different routes as optimal. But, since the room with the inverter is one of the most dangerous in the game, I don’t want to meddle in it more than once.<\/p>\n
Viselniki tree<\/b> — This is a purebred levela designer Land Mark (a special object that allows you to remember this location and separate it from others in consciousness). It does not carry any new mechanics, but it looks much more overwhelming and creepy than the other rooms of the monastery.<\/p>\n
Boss-death<\/b> — The first enemy found in the game, which is unambiguously assessed as a full -fledged boss. It has the notorious mechanics of prudesktayil-cos, which fly down and, when a collision with an obstacle, fly around it on the right or on the left. The goal in this location is to dodge all the boss attacks and jump to the cross, which must first be processed by the inverter. Any wound, as usual, sends us to checkpoint.<\/p>\n
The final boss<\/b> — I will not attach screenshots or write about it \ud83d\ude42 If we have not collected all 12 crosses before coming to his room, the boss is invincible. If collected, a series of ledges made from these same crosses appears in the room. And his essence becomes approximately the same as the boss -death: it is necessary to jump over the ledges without damage and get to the final object – the participle bowl that will expel evil. But the risks are higher than with the previous boss – this shmalit by the fan of prozectatils in different directions, from which it is very difficult to hide. And the nearest checkpoint is located at the beginning of the previous room, very harsh for passing. Therefore, a situation is very possible in which you will brilliantly pass the whole game, but you will get through all your lives in an attempt to get to the bowl.<\/p>\n
Peaceful location for contemplation<\/b> — It’s about the balcony. From the point of view of its function in the game, it is radically different from the rest of the rooms. Its goal is to make the player stop, see the view (if this can be called with the local count) and listen to the soundtrack unique to this room.<\/p>\n
The game would not attract my attention if everything was immediately clear in ordinary rooms. Therefore, I will also give full list of all non -obvious<\/b> (or not immediately obvious) actions<\/b>:<\/p>\n
Gap sliding on the ceiling in the jump<\/b> — is a funny artifact of how the jump is configured in the game. And in several rooms (crypt, dragon, fire inferno 2) is necessary for passing mechanics – the only way it is possible to jump over the enemies and the fire of the dragon.<\/p>\n
A call to the bell<\/b> — The case when we got a lot with the subject and we have no idea what this influenced (and whether it influenced something). Unfortunately, here this primitively opens the passage in an obvious place for us.<\/p>\n
Levers that open unknown doors in other rooms (x2)<\/b> And lever opening the door in the same room (x1)<\/b> — primitive thing, there are a huge number of games. But in this case, it works very appropriate for the main mechanics – search for routes. If you do not pay attention to the effect of each lever, then you can get confused on the fly and slow down the construction of the optimal route for yourself.<\/p>\n
A clear move for crawling<\/b> — A rather funny obstacle. Since the Muvset of our Qatar is felt as primitive as possible, the player may not pay attention to the fact that he knows how to crawl. In addition, it is crawling that is not so often found in the sid of scrolling. Yes, and in L’Bbaye des Mores the Persian crawls very slowly, if accidentally pressed to the side briefly, then you can not notice that we crawled somewhere. Therefore, at this stage, the player needs to realize that the possibility of crawling was with him all this time.<\/p>\n
Hidden move for movement crawling<\/b> — Such things are perhaps the main interest of the game. This move allows you to get from a location with a fiery mini-boss to the cross, which lies next to the dragon. But we learn about it only from the very last scroll-sublocation in the location of Fiery Inferno 1. Before receiving this scroll, I honestly was sure that to get the cross I had to do something with the dragon. The ligament of the dragon + the treasure is very predictable is very predictably perceived.<\/p>\n
Mark down, disguised as spikes<\/b> — Allows again to get out of a room with a fiery mini-boss to get on a ledge with a cross on Lake Cherepov. Despite the proximity of the clues (lies in Lake Cherepov), I also did not ate this moment right away – the ball of fire flying behind us from the room prevents the situation calmly and sensibly assessing the situation. Moreover, from 3 tiles, only 1 are suitable for passage, the rest will hurt the monk.<\/p>\n
Portal<\/b> — It is a convenient shortcut. But in the first pairs, it also confuses the construction of the route, as it leads to the room on the right end of the card, and it is not clear one such a network of portals in the game (it is one).<\/p>\n
Invisible bridge<\/b> — Another interesting thing in terms of the route on the room of the same name. On the one hand, in principle, open the door and go further into the fire inferno. On the other, more quickly and safely move around the room of an invisible bridge. In my opinion, it is almost unrealistic to find it yourself, the clue about it lies in the garden.<\/p>\n
As you can see, many of these non -standard actions are repeated in the game exactly 1 time. That is the fact that most of the content in the game is unique and once encountered, related to it with the adventor genre.<\/p>\n
Interaction map<\/h2>\n
In order to somehow visualize how the levers and doors are connected with each other, as well as the clues and the rooms that they indicate, I have prepared an alternative version of the map:<\/p>\n
As we can see, the game has 4 levers unlocking doors<\/b> (one of which is a bell). There is also 4 Hipples linking specific rooms<\/b>, And 2 common clues<\/b> about the need to find 12 crosses.<\/p>\n
Moreover, more tangible benefits from tips. The levers unlock the doors for us only in this race;Hints are read once, and what they refer to is now open to us by always default.<\/p>\n
In general, both the levers and the clues open some moves for us, so all the arrow of the connections on the map of the same color. Total 8 links-lits<\/b>.<\/p>\n
We see that 3 objects of them refer to something in the same or neighboring room<\/b> And 5 – for something remote<\/b>.<\/p>\nEnemies<\/h2>\n
Despite the small territory of the monastery, enemies there are surprisingly more diversity. In any case, in visual terms – already 24 types of enemies<\/b> (including bosses) and 3 types of deadly surfaces<\/b>. That is, on average, this more than 1 new danger for each room<\/b>. Not suitable for a dense indie game, isn’t it?<\/p>\n
But from the point of view of mechanics All these types are laid in 6 categories + a handful of 4 bosses<\/b>. Next to each mob, I will write the number of rooms in brackets in which you can find it.<\/p>\n
This is a group of monsters that simply fly right and left, changing direction when contacting the walls and the player’s wound by touch.<\/p>\n
Skulls with wings<\/b> (2) – this is the first standard mob that we see in the game. In both rooms where they meet, 2 such skulls with slightly different logic fly – one is very faster than the second.<\/p>\n
Little dragons<\/b> (1)-are found only in the location of an invisible bridge, in speed somewhere in the middle between slow and fast skulls. Change the direction of the sprite\/animations when colliding with the walls. Otherwise there are no differences in behavior at all.<\/p>\n
There is a greater variety in behavior than horizontally flying. But everyone is united by vertical movement along the fixed trajectory.<\/p>\n
Spiders<\/b> Brown<\/b> (1) – move up from the floor itself to a small height and back. It is quite convenient to jump over.<\/p>\n
Spiders<\/b> Green<\/b> (4) – begin to move from a higher point and do not reach the floor, stop at the level of the hero’s neck. Under them you can crawl freely without risk.<\/p>\n
Fish<\/b> (2) – are found in two locations with water. Hide for some time in water, after which they quickly jump out and dive back. Unlike spiders, they are not always visible and require an internal reference of the rhythm of their emerging.<\/p>\n
Flies are alive<\/b> (1)-quickly fly up and down. Noteworthy are that, unlike spiders, they often fly from floor to ceiling throughout the height of the room.<\/p>\n
Hanged<\/b> (1) – clearly made not for mechanical diversity in the game, but for flavor purposes. At the first meeting, they are perceived as shock content. They are attached to the branches of the gallows tree and quickly fierce up and down. Nevertheless, mechanically, also slightly different from the rest of the enemies of the group more extended vertically with a hitbox and short -lived to the floor, like green spiders.<\/p>\n
Droplets<\/b> (2) – in other games could be considered more like a trap than as an enemy. But in L’Bbaye des Mores, almost all enemies hit and do not have HP, as they are immortal. Therefore, such traps do not differ from the enemies. Nevertheless, it differs from other enemies of the group by the absence of a reverse trajectory – the drop is formed on the ceiling, reaches the floor and is destroyed, after which a new drop is formed on the ceiling again. In some places, droppers are located above the neighboring tiles, but generate drops at different speeds. Sometimes you have to stand and wait until the neighboring drops are filled out in the rhythm that is convenient for us. Has a small hit box.<\/p>\n
Law stars<\/b> (2) – also visually a trap that is no different from local mobs by logic. From the point of view of the design, there is something between fish, a living fly and a drop: for some time it falls into lava, can fly to the full height of the room, has a small hitbox, can be on neighboring tiles and demand the expectation of the desired rhythm.<\/p>\n
Type of mobs, familiar from childhood, \ud83d\ude42 Jealing the right and left and hit.<\/p>\n
Rats<\/b> (1) – slightly cunning animals, as they change the direction not when in contact with the wall or with the edge of the location, but with a fixed arbitrary place. Low, non -fast, have a small hitbox.<\/p>\n
Skeletons with a sword and shield<\/b> (1) – Fast, have a chitbox the size of a hero. When meeting with one of them, the first time you have to apply sliding with a head on the ceiling to get a cross\ud83d\ude43<\/p>\n
Worms<\/b> (2) – Slow, very low, with a small hitbox. In both rooms, they are thrown back as an additional element of danger next to a large number of other enemies. Like rats, in some cases they change the direction in an arbitrary fixed place. Present only in rooms with vegetation (lorino justified).<\/p>\n
Red winged skeleton<\/b> (2) – they pump the atmosphere with their appearance, but in fact they do not particularly differ from the skeletons with the sword.<\/p>\n
Red winged skeleton that walks on the ceiling<\/b>! (1) – not just found in the only room, but in general for the whole game one. It is cool that Locomalito was confused and did such a chudila.<\/p>\n
Knights from the starting chase<\/b> (2) – this is a small army of the first enemies found in the game. They have behavior different from any other enemies – they run from left to right after 2 rooms, jumping pits from the spikes. I thought for a long time whether to put them in the bosses, but if you close my eyes to visual differences – the manner of behavior is about the rest of the group\u2019s mobs.<\/p>\n
Small and probably the most dangerous group of enemies.<\/p>\n
Skeleton with onions<\/b> (2) – extremely dangerous. Shoots quite often, arrows fly quickly. Contact is dangerous both with arrows and with the skeleton itself, which in 2 out of 3 cases stands on the road. Able to change the direction of shooting depending on the position of our monk.<\/p>\n
Gorguli’s head<\/b> (2) – Simplified version of the skeleton with onions. It is attached to the far wall, so there is almost no chance to get hurt about the very head, only about the arrow. For the same reason, he always shoots in one direction.<\/p>\n
Differ only in appearance, they mechanically have no difference. Touched – got hurt.<\/p>\n
Plostering plant<\/b> (1) – rhythmically spits 2 prudethyla to the sides of Paradol. In the only habitat, a rather tightly tanged, which is why a simple bulllet Hell levels will form there. Both plant shells and its protruding “muzzle” are dangerous.<\/p>\n
I described in detail their behavior above, so I will only list here:<\/p>\n
In addition to bosses, we get already 9 types of enemies that are found in the same room<\/b>. With bosses – 13 types. Not much less – 12 types of enemies and surfaces are found in two rooms<\/b>. Record holders – green spider and fire – are found in 4 rooms each.<\/p>\n
That is, for 23 rooms we get a large number of types of enemies with a slight distribution – 1-2 rooms in appearance.<\/i><\/p>\n
We also see that variability in groups moving vertically and horizontally walking, in for shooters and horizontal flyers – almost no.<\/p>\n
How could this be caused – it remains only to guess. But I suppose that initially Locomalito could collect the whole game on a temporary graphics and understand that walking and vertical units are needed in most rooms for the proper work of the levets of design. And then, based on the estate, that 1 type of enemies should be used in 1-2 rooms, it flooded a bunch of their species.<\/p>\n
The optimal route<\/h2>\n
During the preparation of the article, I played a lot in L’Bbaye des Morts and is ready to present you with your vision of the optimal route from start to finish. In fact, this is the path for the speed -sino of the game.<\/p>\n
In order not to draw it with one nightmare pasta, I divided it into 3 parts in those places where we go to the portals (for the game twice).<\/p>\n
On the map below, I moved the crosses and levers approximately in those sections of the rooms where they are in the game. And the routes inside the rooms have verticality. I ask you to love and complain:<\/p>\n
If you yourself did not play the game, it is extremely difficult to understand what is happening here. However, let’s try to extract useful information.<\/p>\n
This is not obvious in the diagram, but back tracking in the game, when we go exactly where we already went, about 5 rooms in a horizontal room<\/b>. Which is very impressive.<\/p>\n
Obviously, Locomalito specifically set himself and pondered this task – an interesting branch route with a minimum backing tracking. This was decided by a competent branch system within many rooms (often vertical). As well as a portal, the place for which was chosen very carefully.<\/p>\n
From all 30 transitions<\/b> between the rooms in my route Only 4 were not involved<\/b>. Rather, in fact, 5, but from the very beginning it was clear that the left upper decorative balcony in the speedrane would not participate.<\/p>\n
I think there are reasons for their existence:<\/p>\n
Transitions 1 and 2<\/b> We need so that the player can freely move after it falls into the crypt not only to the right, but also to the left. This is important, since in fact, a tutorial goes to the crypt, and when walking to the right, we very quickly get into the portal. Some players may have a rejection to teleport do not understand where almost at the start of the game;Yes, and the portal in the game does not have a bright accent (the game can be passed without it).<\/p>\n
Having received the opportunity to run from the crypt right left, the player can very quickly immerse himself in the most delicious parts of the game (mini-beoss and dragon, hidden moves, etc.D.).<\/p>\n
3rd transition<\/b> – This is an alternative hidden behind fake spikes in the same room. It is the presence of a normal open passage that gives us the opportunity to cross up and down and understand how the secret move works.<\/p>\n
I could not find a specific reason for the existence of the 4th transition. Locomalito probably just thought that it was so correctlyft<\/p>\n
As you can see, such a curious global mechanics used by me for the game only 1 time<\/b>. I would like to say that this is because the room with the inverter is too dangerous, and I specially built the route so as to go there once.<\/p>\n
But in fact, it very quickly becomes obvious that you must first collect all 8 normal crosses, turn the wrong and collect them. I see a problem in this.<\/p>\n
In this place, the authors could reward the player skill. To do this, it was necessary to sketch more inverted crosses mixed with ordinary. If you are not afraid of a complex room with an inverter, you turn it over several times and go through the game quickly. If it is too difficult for you, you turn it over once, but you run for a long time through back tracking.<\/p>\n
Epilogue<\/h2>\n
Regarding the feeling of playing the game. The game meets us with a peremptory Bad Ending with a light note at the end.<\/p>\n
From my point of view, this is not at all what you expect from hardcore adventure games. We will not focus on the endings of from Software, this is different \ud83d\ude42 Here, inside us, like a fruit, the optimal route with the skills of its implementation is ripening, and at the end I want some bright fairover.<\/p>\n
The question, of course, is controversial, but as a designer of the game, I would not do that.<\/p>\n
I also realized that In this article did not touch the Assets of sound at all<\/b> – how many are there, what duration and t.D.<\/p>\n
But this is purely because the sound in l’Bbaye des more has no interest or value to me at all. I don’t want to equal such a sound at all.<\/p>\n
Thus, ignoring the sound, we dismantled the whole game on the bones. Nes -blessed, yes?)<\/p>\n
You can ask a reasonable question: “Why did you even undertake to write this gigantic sheet?”<\/b><\/p>\n
The fact is that I plan to make my game, starting from the developments of L’Bbaye des Mores<\/i>. But this is a topic for individual articles. Thank you all for your attention.<\/p>\n\n <\/div>\n\n
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The meticulous analysis of the game design that no one knows I have long been occupied by the process of analyzing games that are made of Aries and sticks, but at the same time they work and are perceived as a strong product. Recently my gaze fell on the game L’Abbaye des more, made by […]<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1046],"tags":[],"class_list":["post-10094","post","type-post","status-publish","format-standard","hentry","category-post","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"builder_content":"","_links":{"self":[{"href":"https:\/\/www.worldrealestatenetwork.com\/wordpress\/wp-json\/wp\/v2\/posts\/10094","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.worldrealestatenetwork.com\/wordpress\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.worldrealestatenetwork.com\/wordpress\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.worldrealestatenetwork.com\/wordpress\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.worldrealestatenetwork.com\/wordpress\/wp-json\/wp\/v2\/comments?post=10094"}],"version-history":[{"count":1,"href":"https:\/\/www.worldrealestatenetwork.com\/wordpress\/wp-json\/wp\/v2\/posts\/10094\/revisions"}],"predecessor-version":[{"id":10095,"href":"https:\/\/www.worldrealestatenetwork.com\/wordpress\/wp-json\/wp\/v2\/posts\/10094\/revisions\/10095"}],"wp:attachment":[{"href":"https:\/\/www.worldrealestatenetwork.com\/wordpress\/wp-json\/wp\/v2\/media?parent=10094"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.worldrealestatenetwork.com\/wordpress\/wp-json\/wp\/v2\/categories?post=10094"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.worldrealestatenetwork.com\/wordpress\/wp-json\/wp\/v2\/tags?post=10094"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}