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What do you think makes good gameplay design in Fire Emblem hacks?


MarkyJoe1990
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Alternately you could just make the mechanics super simple and become FE12

Speaking of which, one of my favorite things about FE12 is that even though every map was seize, they all felt so different. There were maps like 22, 23, and Final where you had to complete it ASAP less you be overwhelmed by dudes, but then there were maps like P-8 where you have to slowly move forward because the reinforcements spawned next to the boss.

[9:00:05 PM] Cam: archers is a bad way to discourage rescuedropping imo

[9:00:13 PM] Thor Odinson: what's a good way

[9:00:16 PM] Cam: honestly i'd just make the enemies powerful enough that the drop won't work

[9:00:18 PM] Thor Odinson: stick walls everywhere?

[9:00:24 PM] Cam: (ie you actually need your team there to beat them)

You mean make it so enemies aren't pushovers?

Edited by Paperblade
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