Not exact matches
For each
block they generate, they will be
rewarded with newly created LNCs, while
players can participant fair over-the-counter trading, to maintain and increase the value of wealth.
Personal disappointments from the olden days include Syndicate, whose «ending» was nothing but the usual end of level screen, Magic Carpet, which wasn't properly tested to see if it could be finished,
blocking players from the terrible ten seconds of outro, and Eye of the Beholder, where the developers had created an ending, but the publisher refused to shell out on the extra floppy to hold it, leading to your
reward for saving Waterdeep just being a flashing DOS prompt.
Think about how story - telling could be incorporated into, say, a turn - based strategy game about moving
blocks, figure out where a game can realisitically go to incorporate storytelling in a way that will be
rewarding to the
player and not drag down the whole experience.
The stand out by far is ESP, a blatant EarthBound reference worn with pride, featuring a fully controllable ranged attacks and a counter that
rewards players who can time
blocks just right with a powerful pulse of purple psionics.
There's an interesting underlying skill factor to the new gimmick shots, where
players will have a risk /
reward for making high - risk shots versus attempting to
block them.