#Difficulty options.

1 messages · Page 1 of 1 (latest)

left hare
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I think there is a thrill to a zelda game when the damage is way more like a heart or more with enemies attacking. Also I really like trying to survive without hearts. Could you add a setting in the game where it is like this.

Easy- Alot of heart drops and sliver of heart goes down when your hurt. Enemies die in 1x 2 hits
Normal-hearts drop by 25-50? All damage = 1/2 of heart or 1 Enemies die in 3 hits 4.
Hard-hearts drop 10% of time all damage = 1 for every hit boss = 2 . Enemies die in 5-6 hits.

It would be nice to be able to choose what kinda settings there would be.
I really would love to play the game on a hard mode.

I dont want to play kaizo persay. Something in between what the game has.

Other than this I absolutely enjoy this game.

hoary pumice
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If there is ever going to be a decision on difficulty, it'll be in the hands of the dungeon makers.

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That said, having difficulty options WOULD be good to have

left hare
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I think it would be better for player choice so people can choose how they want to play a dungeon.

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I agree

amber harbor
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I would personally really like options to make enemies stronger and a bit bulkier, like having more powerful recoloured Variations of them. But I don't know about difficulty options per se.

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Hearts are placed by the maker as well 😅

left hare
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Ah ok, I feel like im rewarded way to much and i cant die. But i do get stuck with what to do with puzzles. I am brand new to this game. And your idea is pretty sweet. It would be cool to add those 3 enemies that you have to line up the symbol to go into the next room.

amber harbor
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I can definetely see your point. As a creator you really have to make an effort, to create a challenging enemie encounter that is not absolutely spammy/redicilous at the same time xD

hoary pumice
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As I understand it, the main idea of the game is to have changes to the dungeon be diegetic, for the most part. If we can think up ideas in that vein of thought that boost difficulty, then maybe they'll be considered.

left hare
gritty lake
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Interesting idea, but we have rings for the most part xd

Who knows what rings we will get anyway.

left hare
gritty lake
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Also, I like to point out how odd having difficulty option is, you can even have a dungeon that we would have no enemies at all or one-hit challenges that made this idea a bit trivial or would cause odd problems, though like ring does xd.

hoary pumice
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Having difficulty TAGS would be good, so folks can at least keep like with like in terms of challenge. In-game is a bit harder to quantify, sadly.

left hare
left hare
celest aurora
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Naaahhhh. I don't think this would work due to limitations.

pulsar vapor
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There are rings that make the game more difficult FOR YOU

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for example, the Hero’s Ring doubles incoming damage and prevents hearts from spawning

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Im sure you’d enjoy that

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There will also be new variants for all enemies, but I won’t spoil that just yet

left hare
# pulsar vapor There are rings that make the game more difficult FOR YOU

Thank you for that but I think it would be more enjoyable that it wasnt a pickup. It was selectable off the bat. Also not getting hearts is to much like kaizo there should be like 10% drops like kinda like how link to the past was. I have not gotten the chance to get a ring id much rather prefer another weakness that i have to overcome on top of the extra damage. I still think double damage from the introductory dungeons is to low for me to be enjoyable. I want to make every single battle meaningful in the game.

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with the changes i am suggesting people could create events like this which to me is the perfect difficulty int his game. Its just i wish that this was in the original zelda. It would of made the game so much more fun. https://youtu.be/zhNJ9yWshy8?list=PLg-OdYMgZU5yARhA97d98hg3B50rBBAaw&t=269 which is very rewarding and satisfying. Also if there is checkpoints in a level it doesnnt make the difficulty to overbearing. Atually it should make things more encouraging. Because if you have a checkpoint you can just retry without any punishment which might be to easy for this as well. Maybe lives should be a thing as well in this

A playthrough of a completed Zelda III romhack named, The Legend of Zelda: Parallel Worlds. This hack was the first full hack for this game released on December 31st, 2006 by Euclid and SePH. This hack is very infamous for being very difficult and being a hard game to figure out. However there are a lot of amazing things done in this hack to mak...

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covert adder
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for example, the Hero’s Ring doubles incoming damage and prevents hearts from spawning
Spicy

spark jasper
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It'd be nice to choose how much damage enemies / projectiles / traps do to the player.

pseudo basalt
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guess thats what the rings are for

the ring that drops an extra heart for every heart that drops is already in the game for example

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but yeah would be nice to have some options too as a dungeon maker

pulsar vapor
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But you won’t ever set the raw damage

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Reason being consistency

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A red shellshot should always take the same amount of hits to kill

spark jasper
gritty lake
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SDM Fink trying to beat Metal Slimes from QM.

covert adder
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Y'all remember the metal chuchus from minish cap

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That turned into spikes

pulsar vapor
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yeaaa

left hare