You're left weak and bleeding, unable to even move faster than a stagger. Then Zeus sucks the rest of your power out of you by tricking you into channelling it into a sword. Letting You Fight Fights You're Intended to Lose: You've been betrayed by Athena and shrunk back from god-like dimensions to normal size. Who raved about it: Kieren Gillon in Eurogamer.ĥ. Then, on the next level, the same mini-boss is back. Not Re-Using Mini-bosses: You've all had those games when you get to the mini-boss, and have to pull out the stops to beat them. Who raved about it: Clive Thompson in Wired Magazine.Ĥ.
Idea from: Dungeon Maker: Hunting Ground. You can't blame anyone else for the problems with the architecture. Design Your Own: Design the dungeon, then play through it. Idea from: Marvel Nemesis: The Rise of the Imperfects.ģ. Then you can really justify your inability to beat him. Bad-Ass Boss Fight: You want to know how tough the bad guy is? Play as him, before you fight him. Whether it's collecting star fragments, shooting colour drops or rising out of the ground to bust heads, allowing a second player to drop in for some lighter entertainment without needing the l33t skillz of the main gamer in the room is a sure-fire winner. Asymmetric Co-op: The game has a playable co-op mode, but the second player has different abilities from the first.
#Angband borg directions free#
Feel free to digg this, irregardless of that fact.ġ. No pictures - I don't want to pad out the reading time unnecessarily. In the spirit of everyone else doing '20 game clichés we thought we'd repeat for you' lists at the moment, I've written a 20 under-used game mechanics list that'll hopefully at least give you some game design suggestions.