Path: chuka.playstation.co.uk!news From: Andrew Partington Newsgroups: scee.yaroze.freetalk.english Subject: Re: Invs - post-final release Date: Thu, 16 May 2002 10:24:42 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 50 Message-ID: <3CE37ADA.6C26A58D@peregrine.com> References: <01c1f9e2$53c30760$d695933e@pal-s-omnibook> NNTP-Posting-Host: 194.207.193.76 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.7 [en] (WinNT; I) X-Accept-Language: en This game is excellent Pal - it definitely should be a worthy addition to OPSM! I've not cracked the high score table yet but i've not had a proper session on it. I like those invs with the 3 missiles that later act as defenders for the rest of the pack by shooting your own bullets. Only 10 points for those purple ones seems a bit steep though :) Theres only one suggestion I would make, although I don't know if it would make it a bit easy for people to notch up really high scores - how about increasing the score you get for an enemy if it is swooping at you (especially those purple invs), it may encourage players to take more risks to get a higher score [and encourage much swearing if you mess it up :)] The invs you get in the warp area - does the score you get depend on the number of shots it takes to kill them (sometimes I get 1500 (I think), sometimes 0), or is it a "feature"? ;) Anyway, a fantastic game, well done! Andy pal wrote: > > As the title hints, the final release was not the latest build ^^; > The new one includes an 'additional' enemy (which was meant to be featured > from the beginning) and some bug fixes. > http://palpalpalpal.free.fr/Works/Videogames/Invs/ > Future scores should be registered with a code issued by the new version > (it's just a little bit harder ;) ) > Scores already registered are maintained. Current best score is 136,950 by > Peter Armstrong. > > Thank you very much for your positive comments Matt and Mark :) > > I'm aware of the documentation problem, it's been pointed out by everybody > and I've been struggling with it... My initial will was that the player > find out everything on its own and goes through a series of > guesses/experiments. Part of the game is this discovery process. But > obviously I did not manage to get that right. Maybe I'll put a guide on the > web but I wouldn't like to put it with the game... > > I added an explicit comment about the use of the dust, because everybody > wants to dodge it at first like Mark, and this is really annoying. I hope > that once you've noticed that hint the thing becomes clearer... (apparently > it doesnt since the version you've just played features that comment ^^) I > also added names on the bars when they're full. > > Has anybody found any non-obvious bonus's? > > pal