Not exact matches
With only minor variations, Oceanhorn shamelessly borrows
from the Zelda series, copying enemy
designs, the ocean sailing
from The Wind Waker,
dungeon layouts, and characters like a certain water princess.
The job listing mentions that the person they are looking for will be in charge of creating fields,
dungeons, and enemies
from design to implement into the game.
Will create events /
dungeons / fields / enemies
from design to actual implementation.
* The entire game is made up of vibrant, hand - made and fully animated pixel art * An original thematic soundtrack *
Designed from the ground up for use on touchscreens * Comes with a tutorial, a web manual, a how - to - play gameplay video, and more ways to help you learn * From Dinofarm Games, the creators of the hit dungeon - crawler 100 Ro
from the ground up for use on touchscreens * Comes with a tutorial, a web manual, a how - to - play gameplay video, and more ways to help you learn *
From Dinofarm Games, the creators of the hit dungeon - crawler 100 Ro
From Dinofarm Games, the creators of the hit
dungeon - crawler 100 Rogues
Kabam will be operating the game
from here on out and Willem Rosenthal, who has been
designing the new
dungeons and loot drops in RotMG for several months now, will stay on board to guide the project going forward.
The level
designs are distinct and memorable,
from the lush blues and greens of of the overworld, to the eerie purples and browns of forgotten
dungeons.
One other thing that keeps me away
from giving TP a perfect 10 is the
dungeon design.
I tried to play the Human
dungeon but literally the first screen was so poorly
designed, requiring precision movement
from a game infamous for shitty controls that I immediately lost interest in trying more.
The designer will be responsible for creating events,
dungeons, fields, and enemies
from the
design stage up to the point of actually implementing it into the game.
Also the middle
dungeon, while well
designed, still takes up a lot of the game and even the best puzzles don't save it
from feeling tired by the end.
Whereas Shadows of Valentia suffers
from uninspired level
design, it makes up for it with its twin armies, fun
dungeons, and returns to form.
Features 70 + pages of analysis, graphs, images and data charts tackling all kinds of topics
from themes in game
design to
dungeon pacing,
from characters and music to battle systems, and
from art
design to script analysis.
This rogue - like
dungeon crawler is
designed around ASCII characters, and everything
from the
dungeon layout, creatures and weapons is crafted with symbols that populated late 90's FAQs, forums, chatrooms and readme files.
Since
dungeons are randomly generated, each visit is a unique experience, and players explore them through a top - down perspective, taking out scores of cutesy, cartoonish enemies whose
designs are based on bullets, shotgun shells, wizards, and more, as the go
from room to room in search of loot.
It may have the character, control and theme down to a tee, but the
dungeon design is nowhere near as tight as those
from the main franchise.
If I had planned out my text based adventure game properly, I would have mapped out the entire game, decided what all the items the player could purchase would be and where they could purchase them
from,
designed all the monsters and
dungeons, and even figured out which loot would be dropped where and when.
Everything I had ever expected
from a modern day JRPG is still present in Final Fantasy XII - the open - ended exploration, well -
designed interconnected areas, sprawling cities with various NPCs which change as the story progresses on, and seemingly endless side - quests and optional enemies,
dungeons and hidden treasures.
Desktop
Dungeons,
from developers QCF
Design, has been in development for a long, long time.
It has enough of the old game to make things seem cozy and familiar, like the weapon
design and drop system, as well as the in - level special
dungeons, and what sets it apart
from other Diablo clones is that it had enough courage to add its own original elements.
From one parent we get the basics: a sprightly adventurer, Melody, delves into four randomly generated
dungeons, collecting items, battling monsters and digging for treasure, all in a delightful 2D aesthetic most immediately reminiscent of Link to the Past - era Zelda; if the enemy
designs and top - down viewpoint don't summon that to mind, the (usually empty) heart containers in the top right will.
The palpable distance of each note gels perfectly with the dusty, long - forgotten visual
design of the
dungeon to create my favourite
dungeon music
from Skyward Sword..
According to the translation, this job listing asks for a designer to «create events /
dungeons / fields / enemies
from design to actual implementation.»
The job listing mentions that the person they are looking for will be in charge of creating fields,
dungeons, and enemies
from design to implement into the game.
«With its massive, seamless open world
design, deep exploration, tense
dungeon crawling, extreme battles, and an innovative online component that allows gamers to draw
from the collective experience of the community, Dark Souls provides a gameplay experience unlike any other.
Design a
dungeon defense to prevent others
from stealing your treasure.
It's still the biggest and lengthiest Zelda to date, and includes some of the series absolute finest
dungeon and puzzle
designs (Snowpeak Ruins and City in the Sky rank among the series» most inventive
dungeons), and the core gameplay is fluid and polished, as you would expect
from the series.
With chunky isometric graphics and some distinctive character animation and
design, it really evokes the sense that you're roaming a fully - realized fantasy world,
from its cold
dungeons to its peaceful villages set among lush green fields.