I went and made a foundry quest and would like some of you folks out there to review it for me.
I'd mostly like some comments on grammer and stuff (i'm not an native english person here il use those to correct it) and some comments on difficulty (I 'mixed' (not stacked) some encounters to change up the groups a little).
I also went and created 3 possible shortcuts if you have the right skill (2 for thievery bypassing the need to find the keys and 1 for dungeneering leading to a 'teleporter' that allows you to skip a small part of the map) no obligation to use the shortcuts if you dont want to of course.
anyway enough blabbering heres the code
Code: NW-DUD4SICBS
Author:
@Warstormforum
Thanks in advance
Comments
I would actually apreciate ideas for secret passages based on nature and religion (most ideas i had are impossible)
- every enemy and npc (expect knox) have an costumized outfit now
- added about 3 goals at the end which included a dairy adding some extra story.
- changed the forcefield at the start into an barricade door
- 2 extra fights were added
- made the room in which you fight magus's subordinates bigger
-fixed a small mistake of mine with a teleporter shortcut that would have you end up in the void
- Added extra decor to 3 rooms
- 1 extra fight
- Added more decor to a hallway and 3 rooms
Too many rooms/corridors with nothing in them, and I do mean nothing at all in them beyond what comes as fixed with the room.
Too many "locked doors", with no story-element to guide you, you have no idea where to go.
Nice work on custom skins for everything.
I only found one of the teleporters by accident, it was not in view, and I must have walked in to the "react with" radius.
Once I found the Silver Key I couldn't find a door to use it on; but then found a "react with" point in an open door way, when I used the Key there (the Interact Prompt told me to) a new door just appeared in the wall nearby, which was previously an empty room with nothing in it, and this allowed me to "progress"
By the time I found the Gold Key, and was expected to run back and find which door it fitted I had lost the will to live.
There are not enough "objectives" to guide the player (try turning on Quest Trail, even if only to Area), and even if there were the Quest Trail wouldn't help much because of the over-use of teleporters, which tend to break Quest Trails.
In my opinion you need several things to make this playable:
1) Story, more story, and then some more story.
2) Use the Story to help the player find the different objectives.
3) Don't use empty rooms, put stuff in them, some of them can be used for interactions to drive and develop the story.
4) Less teleporters unless they are 100% necessary for the Story.
As a general tip, I'd start small (as in number of rooms etc) and only when they are properly populated and detailed move on.
For my first quest I started with Sarek's House, only when I felt adding more (Story / NPCs / Interactable Objects) to it would make it cluttered did I decide to extend the Quest in to the sewers.
All The Best
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