Eufloria > Eufloria Classic Mods

ready for level 7??

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metarinka:
yes I've been working on more levels. I have another level called 6. and enough ideas to make another 3-4 more.
I actually went back and made level 7 harder if anyone is interested, I was finally able to beat it after a few failed starts and just flat out getting clobbered, one of the AI's starts with 150 seeds and will quickly over run you.

If I get a chance this weekend I'll finish up a few more levels and sort them out, glad someone liked them!

Rollins B.:

--- Quote from: "metarinka" ---yes I've been working on more levels. I have another level called 6. and enough ideas to make another 3-4 more.
I actually went back and made level 7 harder if anyone is interested, I was finally able to beat it after a few failed starts and just flat out getting clobbered, one of the AI's starts with 150 seeds and will quickly over run you.

If I get a chance this weekend I'll finish up a few more levels and sort them out, glad someone liked them!
--- End quote ---

Sweet. Lvl 7 took me aboot nine tries to get through it. I've only been able to finish it that one time. What kind of ideas are you throwing around? Also, how exactly are you making these? Just by Trial and Error?

metarinka:
good to hear you finished. It can be a doozy if you don't use the right stratedgy! or if they start attacking early.
You're now ready to try my "difficult" version of level of 7!

I finished with level 6, but then I realized I haven't actually been able to beat it. I think I need to make it a little easier  

in a few days I'll get around to releasing my little "map pack".


in terms of how I make these, I start out with a concept which like "would it be fun to try to attack a big asteroid with a bunch of small ones" then I adjust the parameters until I get close to what i want concept wise and gameplay wise. Part of it for me is just making harder level.

mihalidis:
im getting this now

sofar i've breezed through all other levels, including the sixpack you released before xmas. (it was enjoyable!)

so curious to see what you've done here.

To me being able to build limitless armies makes the game too easy.
Just keeping an eye out for that 32 seed cap and then amassing them on a nearby planet makes it just too easy to overwhelm NPCs.

The only way to lose is if you're getting overrun in the very beginning, after that its a no holds barred contest.

A simple idea (probably for the suggestions thread anyway) would be to introduce the concept of disease or sickness, having half you population wiped out because some contagious disease goes from seed to seed forcing you to quarantine a planet or something. This would make it possible for you to lose halfway into a game.

crazeh.monkeh:
I made a pretty nice (well, in my opinion, if that counts for anything...) capture-the-base type of level today... I think I need to ramp up the difficulty a little bit, though, 'cause you crowd seem to like the hard ones. If someone can let me know how to add it in as an attachment in a message (sorry, I'm a newb   ) I will try to put it up tomorrow so you guys can tell me what is good, and what I should change.
I love that it is in XML. Very easy to pick up.

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