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From Topic: Power Bomberman 0.7.7c
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Plasma Bomber
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Joined: 09 May 2005
Posts: 1571
Post#461  Posted: Sat Feb 20, 2016 10:58 pm  Reply with quote + 
No offense, but all these multi-item buffs and debuffs are getting a little out of hand. I feel like it totally overcomplicates the game in a way that isn't beneficial. There's a reason why players have to collect five different Bomb Up panels to gain the ability to place five extra bombs... it's balance. And having a bunch of random panels that grant odd multiples of bombs or fires or whatnot is just... unnecessarily complex for a game like this.

Additionally, a Multi Power Bomb is virtually identical to a Full Fire except that the bombs have P's on them. It's redundant. The same goes for the golden Power Bomb in the corner.

As for the handicap menus, if Jaklub is going to allow multiple copies of items to stack rather than fill the slots (which kind of stretches the whole "limitation" thing, but whatever), it would probably be simpler to just have it so that the player can, for example, just keep selecting "Fire Up" and the Fire Up item in the player's item slot will just increment. Much cleaner and more efficient than tons of random Fire Up variants clogging the item list on the left.

If I understand correctly, item 19 makes it so all of the player's bombs have indicators for where their blasts will end up? That sounds more like it should be an option to toggle rather than an item to have. As an item, it's more of a debuff than anything else, and a weird one at that - suddenly, one and only one player on the map is dropping bombs that have fire indicators, so everybody knows precisely where that player's attacks are ending up.

Just thoughts from a fellow designer.
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