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> *Originally posted by **[Cal010](/forums/1/topics/380539?page=330#13363312)**:*
> Why is everyone afraid of long badges? We've done this before with other RPGs on this site. However long it takes to beat the game, easy should be about 5-10% of that, medium at 25-35%, hard 1 at 60-70%, and hard 2 at game completed. This game has a different time scale than most and people know that going in. Write an "Endurance Badge" warning like Greg used to do.
>
> I haven't played the game yet because I'm waiting for the badge, but seeing as nobody's mentioned impossible for getting 100% completion, is that just too tedious? Or does it not make sense in the context of this game? Mardek 3 did it and I distinctly remember it taking me 60 hours and I enjoyed every second. EBF5 is the highest rated game on this site so it shouldn't be an issue awarding it with an impossible badge if it fits.
Well, it would be needed more than one gameplay if you don't use a guide or aren't acquainted to some mechanics, but I can support this imp for 100% instead the medals hard
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> *Originally posted by **[BrainpanSonata](/forums/1/topics/380539?page=330#13363386)**:*
> > *Originally posted by **[Thok](/forums/1/topics/380539?page=330#13363301)**:*
> > Is there a real difference between capturing 50 monsters and capturing 20 of them?
>
> Yes. Monster variants make up a good number of captures and most of those variants are distributed through different zones of the map based on what monsters are apropos to the respective zones. So essentially, the difference is game progression.
So there's roughly no difference for somebody who's already completed a good chunk of the game, but didn't bother capturing monsters because there didn't seem to be a good reason to do so. It's better to make a badge that directly reflects game progression, than one that requires game progression and rewards a specific style of play.
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> *Originally posted by **[Thok](/forums/1/topics/380539?page=331#13363434)**:*
> > *Originally posted by **[BrainpanSonata](/forums/1/topics/380539?page=330#13363386)**:*
> > > *Originally posted by **[Thok](/forums/1/topics/380539?page=330#13363301)**:*
> > > Is there a real difference between capturing 50 monsters and capturing 20 of them?
> >
> > Yes. Monster variants make up a good number of captures and most of those variants are distributed through different zones of the map based on what monsters are apropos to the respective zones. So essentially, the difference is game progression.
>
> So there's roughly no difference for somebody who's already completed a good chunk of the game, but didn't bother capturing monsters because there didn't seem to be a good reason to do so. It's better to make a badge that directly reflects game progression, than one that requires game progression and rewards a specific style of play.
Not necessarily. If you didn't capture monsters, you're still going to need to invest some time backtracking and repeating battles to get those captures.
There's two good reasons to go back and capture monsters. The first is the summoning system, if only for those times when you've got a character who's cooldown locked or doesn't have the right element to fight a particular monster and doesn't have anything else they can do. Secondly (and probably more important to you since you're fighting your way out of most battles instead of capturing the ones who could wreck you), some of the high level equipment upgrades require captured monsters as ingredients.
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Here's a suggestion of a more fancy easy badge.
Make the condition kill/capture/spare/execute a number of enemies (if the api allows it). All of them at once. A possible condition would be:
Kill 30 foes.
Capture 5 foes.
Spare 5 foes.
Execute 5 foes.
You don't have to go out of your way to get this badge. You can not lock yourself from getting it. I think that pretty much solves the problems these badges previously had. Naming this badge would be the tricky part I imagine.
The second medium/hard badge would have to use another condition. Maybe grabbing chests for the third time? Or getting a certain number of equipment. Which is pretty much the same thing.
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Just to echo everyone else, missable badges are a big huge no-no in achievement design. Someone who plays the game however they want without looking at the badges should still be able to get them all by completing the content in any manner. Doesn't matter if it's only 5 minutes in and restarting is easy, nobody wants to be forced to do that just because they made a different decision.
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> *Originally posted by **[beardyleo](/forums/1/topics/380539?page=322#13278945)**:*
> > *Originally posted by **[Holy2334](/forums/1/topics/380539?page=322#13278943)**:*
> > > *Originally posted by **[beardyleo](/forums/1/topics/380539?page=322#13278928)**:*
> > > New badges for blue and Unnamed Chick Game. Still working through some of the older games that were skipped over during the Greg => Beardyleo transition.
> >
> > Like Heather's Halloween Christmas right?
>
> Coming April 1st, 2020
2 more days guys are you excited!?!?!?!
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> *Originally posted by **[fredy1201](/forums/1/topics/380539?page=331#13363510)**:*
> Here's a suggestion of a more fancy easy badge.
>
> Make the condition kill/capture/spare/execute a number of enemies (if the api allows it). All of them at once. A possible condition would be:
>
> Kill 30 foes.
> Capture 5 foes.
> Spare 5 foes.
> Execute 5 foes.
>
> You don't have to go out of your way to get this badge. You can not lock yourself from getting it. I think that pretty much solves the problems these badges previously had. Naming this badge would be the tricky part I imagine.
>
> The second medium/hard badge would have to use another condition. Maybe grabbing chests for the third time? Or getting a certain number of equipment. Which is pretty much the same thing.
There are some limitations on the Stats API but might be able to cobble something together there. Didn't realize you could get the Easy Badge in less than a couple of minutes.
Also, due to the limitations of the Stats available through the API, I'll likely have to keep the Hard badge in its current state. Especially since it does tie into normal gameplay systems and can be done after the game has been completed.
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> *Originally posted by **[fredy1201](/forums/1/topics/380539?page=330#13363411)**:*
> > *Originally posted by **[Lloyd_Majere](/forums/1/topics/380539?page=330#13363402)**:*
> In the past year, the ONLY games to have taken me more than one short sitting (ignoring idle games which are repetitive by design) are Tales of Nebezem: Elemental Link, and Trader of Stories: Chapter 2, which are clear outliers. [I counted anything after Rogue Fable 3, which would also be on that list, but I could probably go farther back than that.]
>
> I don't think elemental link takes longer than any of the following: The Women Who Can't Jump, 5 Step Steve, Unstable Engineer, or even Amidst the Sky. Unless you are very gifted at puzzle games.
To be fair, I think puzzle games are among the better games to develop if you're shooting for a long playtime. Even then, it can take a while to make a puzzle game, and they're certainly not easy to make!
Also, consider the following: The Man Who Can't Jump took 8 months to make. If I were making it today, it's possible that I could do it in 4-5 months. Toodee and Topdee (good game BTW) was a game that was made in 72 hours, yet made at least 1/2 as much money as TMWCJ, by my rough ballpark estimation.
If you're going to maximize money, why not go the route of making many short games? Granted, you could argue that Toodee and Topdee was a huge outlier, considering most LD/Jam games underpreform on Kongregate, or argue that spending months on a game (like I do) somehow ensures success. While I aggree with the first statement, I wouldn't bet on the latter being true. (Although, considering I'm shipping a weird/experimental/artsy/non-puzzle game in 4 days, we can see if that hypothesis still holds up!)
I'm fortunate enough to not have to worry too much about turning a profit. If I was, though, the two changes I would make to my game production process would be as follows:
* Add sex appeal (Slightly morally questionable for me, but even a little bit would make a huge difference in game performance!)
* Make games faster (or just spend the most time on the most profitable games)
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> *Originally posted by **[EPGstudios](/forums/1/topics/380539?page=331#13364036)**:*
> (Although, considering I'm shipping a weird/experimental/artsy/non-puzzle game in 4 days, we can see if that hypothesis still holds up!)
All I can say is...
[Badges when?](https://www.kongregate.com/games/EPGstudios/tauriel-teaches-typing)
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> *Originally posted by **[wouterboy](/forums/1/topics/380539?page=331#13366480)**:*
> > *Originally posted by **[EPGstudios](/forums/1/topics/380539?page=331#13364036)**:*
> > (Although, considering I'm shipping a weird/experimental/artsy/non-puzzle game in 4 days, we can see if that hypothesis still holds up!)
>
> All I can say is...
>
> [Badges when?](https://www.kongregate.com/games/EPGstudios/tauriel-teaches-typing)
>
>
I already said this for The Woman Who Can't Jump, but TLDR: It would be cool if it got badged, but I wouldn't be sad if it didn't. It has a 3.9 rating right now, so maybe it will happen?
Considering that this game examines the insignificance of grades and achivement systems, it might be a tad bit ironic to badge this? Or maybe it would make even more sense. I don't know. Again, we'll see what happens.
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Beardyleo shouts, "Heather! Don't you know that *I* make the badges now? Greg works in marketing...though I also won't badge HHC. It doesn't have the rating for it. "Uh Oh" say Greg and Beardyleo....masses of OTers and other forum users are arriving with pitchforks..
I find this hilarious seeing as how cash grab MMO games keep winding up with badges despite low ratings.
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What about a badge for Exit/Corners for last chapter completion?
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We've started a new badge thread here! - https://www.kongregate.com/forums/1-kongregate/topics/1905256-upcoming-badges-for-2020-suggest-new-badges-here
I'll be locking this thread. Thanks to Greg and all the users who have helped over the years!
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