11/12/2023 0 Comments Homebrew dash 3![]() ![]() The spriggan stretches its will out into the minds of beasts within 60 feet of it, giving it control over those beasts for 1 hour. The spriggan can use Sap and Honey while melded with a tree, but cannot use Call of the Wild or Command the Wild.Ĭall of the Wild (1/Day). Unlike meld into stone, this is not a spell, it only allows the spriggan to meld with a touched tree, it allows the spriggan to see & hear outside the tree, and it lasts indefinitely. The spriggan melds with a tree by touching it, creating an effect similar to meld into stone. (Using this ability does not end the effects of invisibility.) Under the effect of this magic, the spriggan regains 10 HP at the end of each of its turns. The spriggan calls upon primal magics to fortify it for 1 minute or until it takes fire or bludgeoning damage. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The spriggan makes 2 attacks with its claws.Ĭlaw. Then it can make an additional saving throw to end this effect early. While poisoned this way, the creature takes 1d12 poison damage at the end of each of its turns. When the spriggan deals damage to a creature with poison spray or its claw attack, that target must make a DC 14 Constitution saving throw or become poisoned for 1 minute. It can innate cast the following spells as a 5th level caster, requiring no material components.Īt will: druidcraft, poison spray, speak with animalsġ/day: invisibility (only lasts 3 rounds) The spriggan's innate spellcasting ability is Charisma (spell save DC 14). But given the time limit, it’s understandable that we got the four levels which displayed many different obstacles given all the tools at their disposal (and were already very difficult for most people).Innate Spellcasting. There’s not much I can say about how to improve Retro Dash, besides maybe more levels or even a procedurally generated endless level. SpiritOf1776 did say that getting the difficulty right was one of the big challenges when developing the stages. It shouldn’t take more than 20 minutes or so to beat the game on normal difficulty, but on 150% speed it should make it last over an hour. So you can see how much difficulty the speed increase adds to the game. My times for first complete run (no checkpoints) are: As I played though each level (except the tutorial), the process went more or less like this: Play the level, die at some point, advance a little bit at each life, and then die three times on the first obstacle all over again. Retro Dash has a very nice difficulty curve since its premise is simple to grasp and is long enough without being tedious. It never feels unfair when you die, except when jumping over spikes which have a square hitbox despite being triangular. ![]() The high speed and low punishment for death makes it a blast to play through without ever being tedious. This is one of those games that manages to be simple yet intense at the same time. The character sprite, text font and background music is from a stock resource. Retro Dash was made by SpiritOf1776 who did the programming, level design and level art. However they can’t maneuver through tight areas with ceilings and jumps become quickly desynchronised with repeated small gap jumps. Large can jump long distances and very high as well as break through brick walls. ![]() You can also jump over most of the pits that are 3 blocks wide. Medium can jump over spikes without hitting medium ceilings but cannot fit through small gaps. However, you can’t hop over any spikes at all. Small lets you fit through small gaps and make small jumps where other sizes would have you smash the ceiling. Each one gives you a different set of skills that allow you to overcome obstacles where others cannot. You can change between a small, medium and large by pressing the left-C, up-C and right-C buttons respectively. The interesting thing about how Retro Dash gives the genre a bit of a twist is with it’s size-changing mechanic. The difficulty of each level can be changed by changing the horizontal movement speed and adding or removing checkpoints. The Heights – Precise jumps and mid-air transforms.The Streets – Narrow ceilings and simple transforms.The Factory – Wide open areas and simple transforms.Tutorial – Pauses before obstacles in the first half, long distance between obstacles.Honestly, this helps to make things much more easy to identify the spikes, walls and pits that all need to be avoided than if they were more detailed. The graphics are sprite-based and mostly consist of basic geometric shapes (besides the character and brick blocks). It’s fairly straightforward and easy to grasp. Retro Dash is a runner/platforming style of game where the character runs automatically and you have to time your jumps and size changes to overcome upcoming obstacles. ![]()
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