Thank you for the feedback, and I'm glad that it is indeed improving!
The Parry exploit, i found a new one:
Gah, you're right--the "universal parry" is starting to look "eternal" as well as "universal"!
In all seriousness, I'm hoping that this might be fixed by means of a minor adjustment; we'll see once I look into it a little more deeply (I've been looking at elements of the larger game, and a file-writing issue, of late).
Thank you too for your advice. While I think that what you suggest might work, I feel that it would also take me rather far from what I intend for this game.
In short, exploration is intended to be the "meat" of the game, with levels of varied types: some might revolve around traversal challenges (jumping, climbing, finding routes, etc.); others might be full of traps; some might focus on adventure-game puzzles (deciphering text, puzzle minigames, etc.); and so on. There would likely be those that mix various types to one degree or another. Some might be short and simple, others might be long and difficult.
Combat is intended to be relatively infrequent--say an average of three encounters per level.
Inspired by advice on another forum, my current thought is to try to have the more active sorts of exploration--traversal challenges, traps, etc.--include more enemies, and those that involve heavier puzzle-solving include few to none.
However, if I do end up finding that this combat mechanic doesn't work with the exploration mechanics, it's more likely to be the combat mechanic that's changed than the exploration: the latter is the core of my game, I feel.
To give an example of the intended flow, a hypothetical level might run something like this:
In the midst of a forest, you've discovered a strange, seemingly-forgotten structure buried beneath the earth; all that it bares to the world above is a single, plant-shrouded doorway of weathered worked stone set into a small mound, opening onto a stairway leading into the earth.
You descend. The stairway opens onto a long hallway, faintly lit by phosphorescent mosses; there are two doors to either side, all closed, and a single, open door ahead. Inset into the dusty marble floor is a circle of some other stone, and a sigil inscribed within it in brass. Passing through the open door, you discover that the next chamber has caved in: the ceiling above has fallen, burying the room in great boulders, and exposing a dark hole above the suggests a second floor. With some difficulty, you find a path over the boulders, climbing towards the hole. Beyond, you encounter another door, this one held fast by strange glowing runes. To either side are niches in which stand statues bearing staffs of engraved brass. You take one of the staffs--it might be useful, and looks nice, then turn your attention to the door.
Looking closer, you find that the runes move to your touch. Experimenting a little, you find that there's a pattern to their movements. Remembering the entrance hall, you prompt the runes to follow the course of the sigil in the floor. As the last rune slips into place, the patterns shines brightly--and the door slides open!
The chamber beyond is small, and contains only a single item of interest: a large tome resting on a time-worn wooden lectern. You pick up the book, open it; most of it has been lost to unknown centuries of disintegration and bookworm, but one remaining page stands out: a mention of a place of power, a clue towards your greater goal. You take the page, leaving the crumbling book behind, and turn to leave.
As you reach the entrance hall, you find that one of the side-doors has opened, and before you now stands a stone guardian. There is no evading it--you must fight! The battle is long--the guardian's stone hide takes little damage from your sword--but at last you prevail, and at last regain the light of day. With your new clue in mind, you set out again...
Edited by Thaumaturge, 06 August 2014 - 01:29 PM.