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  1. #1
    On top of the world ShadowTiger's Avatar
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    Re: The first 8 minutes of gameplay

    That Sylph lets you jump over the 2x3 wall barrier too to reach that key, right? If so, those graphics could be changed. They're more associated with size-restricted boundaries than not, and can impede the creative-solutionary progress.

    I've got a lot of tilework to do here. Shimmering walls, faint whisps of Sylph wind, most of the new items' etc. Usually, even though illusionary walls are a great device to use, there should be at least some small sign that should tip you off to their presence.

    Incredible bees though, L. I still wonder if they were made with so mant tiny FFC's or not for its inherent smoothness.

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    Re: The first 8 minutes of gameplay

    Quote Originally Posted by ShadowTiger View Post
    That Sylph lets you jump over the 2x3 wall barrier too to reach that key, right?
    Getting that key is not so easy! Even if that room's sylphs could throw Link that far, jumping onto unwalkable combos isn't something that I intend him to do very much in this quest.

    Quote Originally Posted by ShadowTiger View Post
    I've got a lot of tilework to do here. Shimmering walls, faint whisps of Sylph wind, most of the new items' etc. Usually, even though illusionary walls are a great device to use, there should be at least some small sign that should tip you off to their presence.
    Well, I personally consider the illusions to be a modern continuation of Second Quest's walkthrough walls. But, more importantly, they serve to discourage the player from being complacent with their surroundings - a lesson which is best taught early in the game, while the players are still developing a sense of the game world's rules and vocabulary.

    And, for what it's worth, the only genuinely out-of-the-way illusionary wall (in this cave at least) is gently hinted at by the ghost next to the medallion.

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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