Post by NeonPeon on Aug 25, 2021 18:28:52 GMT
I'm a bit of a wannabe game designer, so when I play games I often daydream about what I would like to change for (hopefully) the better about the game.
Personally I love Magician Lord, but I think it would be really cool if the player could store the colored orbs that you pick up in an inventory rather than be forced to use them immediately every time. Since the game only uses buttons A and B, one of the other buttons could be dedicated to cycling through every combination of orbs that the player has, and the remaining button could activate the selected two orbs, transforming Elta. There are only 6 combinations, and most of the time you probably wouldn't even have all 6, so the cycling could be done in real time very quickly and without a need for a separate menu screen that would interrupt the action. The top of the screen would just show your currently selected pair. This would keep the arcade-style experience intact, where the hypothetical arcade owner doesn't want the player wasting time in a menu screen (if that matters anymore). And the user interface isn't complicated by much at all.
Still if there's some fear about this complicating matters too much, the feature could be placed entirely in an "advanced" mode - we have something like this in some fighting games on Neo Geo, after all. Personally I wouldn't think that's even necessary. The controls tutorial could explain it all in about 10 extra seconds.
In terms of enhancing the gameplay, this feature would allow the player to save up powers for boss fights or other opportune moments. You could save up several orbs just to have extra hit points for harder sections - when you are knocked back to your basic Elta form, you trigger another transform and repeat. It would be up to you to budget your orbs however you see fit.
What are some design tweaks you'd make to one of your favorite (or otherwise) Neo Geo games?
Personally I love Magician Lord, but I think it would be really cool if the player could store the colored orbs that you pick up in an inventory rather than be forced to use them immediately every time. Since the game only uses buttons A and B, one of the other buttons could be dedicated to cycling through every combination of orbs that the player has, and the remaining button could activate the selected two orbs, transforming Elta. There are only 6 combinations, and most of the time you probably wouldn't even have all 6, so the cycling could be done in real time very quickly and without a need for a separate menu screen that would interrupt the action. The top of the screen would just show your currently selected pair. This would keep the arcade-style experience intact, where the hypothetical arcade owner doesn't want the player wasting time in a menu screen (if that matters anymore). And the user interface isn't complicated by much at all.
Still if there's some fear about this complicating matters too much, the feature could be placed entirely in an "advanced" mode - we have something like this in some fighting games on Neo Geo, after all. Personally I wouldn't think that's even necessary. The controls tutorial could explain it all in about 10 extra seconds.
In terms of enhancing the gameplay, this feature would allow the player to save up powers for boss fights or other opportune moments. You could save up several orbs just to have extra hit points for harder sections - when you are knocked back to your basic Elta form, you trigger another transform and repeat. It would be up to you to budget your orbs however you see fit.
It could even potentially open up new possibilities in level design, such as a platform with some neat items accessible only by the highest jumper (I think Raijin? I'm rusty ). Or simply that some sections of levels could by design have enemies that are better defeated by a specific form's attack. Sort of like a small puzzle to figure out. Then with repeated plays, the player could apply their experience of which forms work best on which levels and try to plan accordingly, adding a whole new dimension to the game. All stemming from what is a very simple feature.
What are some design tweaks you'd make to one of your favorite (or otherwise) Neo Geo games?