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	<title>Comments on: About the Difficulty</title>
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	<description>Action Archaeological Ruins Exploration [ LA-MULANA ]</description>
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		<title>By: Garanthor</title>
		<link>http://la-mulana.com/en/blog/about_difficulty.html/comment-page-1#comment-1115</link>
		<dc:creator>Garanthor</dc:creator>
		<pubDate>Mon, 10 Jan 2011 03:37:30 +0000</pubDate>
		<guid isPermaLink="false">http://la-mulana.com/en/?p=269#comment-1115</guid>
		<description>I do agree to some of the points made here, it was annoying to figure out what a certain item did since there were little to no description about them in the instructions and some roms like the keyfairy and warp to backside areas as mentioned. Also the &quot;never be able to solve after one try&quot;-puzzles annoyed me. You could save and come back to try again so what was the point really? 

About the bigger puzzles... the confusion gate 7 weight placement is totally reasonable. if you go by the tablets, you can narrow the chances to about 3 (if I remember right) and if you choose the wrong one, all you get is a lightning to the face and you can easily try again after moving away making the weights disappear. I found the hidden pedestal + invisible ladder things more unfair. 

2012? A really tough cookie. I solved it, but it made me quit the game for a good while since I was stuck and couldn&#039;t figure it out for a good long while. if I look back at how I finally cracked it, I believe I would&#039;ve figured it out faster if I had paid more attention to details. 

Mantras I don&#039;t see a problem with those at all, what was so hard with them? Some of the placements for the tablets were easy to solve and others you could just &quot;brute force&quot;-search after you figured out the area order after first few. and the places where you had to chant them...well, I just tried every single room until I found the right one.

places where to bring the keyfairies weren&#039;t really a must know to complete the game and once you brought them to a room where they were needed, they started to fly away from you to the point which they had to touch by themselves so to figure out where to bring them was just going to room, waiting for a bit to see if it goes somewhere, moving to other room etc. Annoying I admit, especially with the timer to resummoning was so damn long.

the woman statue riddle was more than enough tipped (after you actually found the statue) in several tablets, I have to admit that this was rather interesting riddle.

dance of life. This one pissed me off seriously. I found the tablet with the pictures of the dance, and where to do it, but nothing happened when I did it. what I did not know was the attacking part. how should I know that from the pictures? Also the god damn time stopping to kill the drillamajigs. I killed one in that room during time stop, but how would I know to kill 2? and the time isn&#039;t that long to accidentally kill 2 unless you&#039;re lucky. plus I tried killing several of them out of time stop and it didn&#039;t work, so I figured that it doesn&#039;t mean these things or I&#039;m doing at the wrong place. 

one last whine is about some of the rooms that are essential to completing the game like woman statue and tower of ruin jewel(which was kinda tipped in a picture, but it was unclear) hidden in a random wall you have to happen to find otherwise you&#039;re stuck. Also, some things opening after beating a boss or after gaining a &quot;quest item&quot; such as the crystal skull with no indication where or what opened pissed me off. I had to search all the areas at least 10 times through during the run of the game to find IF I missed something.

I&#039;m eagerly waiting for the wii version, even if it&#039;s delayed, since it will let me play the game again, with a new experience.

Also, 
BATS. My god.</description>
		<content:encoded><![CDATA[<p>I do agree to some of the points made here, it was annoying to figure out what a certain item did since there were little to no description about them in the instructions and some roms like the keyfairy and warp to backside areas as mentioned. Also the &#8220;never be able to solve after one try&#8221;-puzzles annoyed me. You could save and come back to try again so what was the point really? </p>
<p>About the bigger puzzles&#8230; the confusion gate 7 weight placement is totally reasonable. if you go by the tablets, you can narrow the chances to about 3 (if I remember right) and if you choose the wrong one, all you get is a lightning to the face and you can easily try again after moving away making the weights disappear. I found the hidden pedestal + invisible ladder things more unfair. </p>
<p>2012? A really tough cookie. I solved it, but it made me quit the game for a good while since I was stuck and couldn&#8217;t figure it out for a good long while. if I look back at how I finally cracked it, I believe I would&#8217;ve figured it out faster if I had paid more attention to details. </p>
<p>Mantras I don&#8217;t see a problem with those at all, what was so hard with them? Some of the placements for the tablets were easy to solve and others you could just &#8220;brute force&#8221;-search after you figured out the area order after first few. and the places where you had to chant them&#8230;well, I just tried every single room until I found the right one.</p>
<p>places where to bring the keyfairies weren&#8217;t really a must know to complete the game and once you brought them to a room where they were needed, they started to fly away from you to the point which they had to touch by themselves so to figure out where to bring them was just going to room, waiting for a bit to see if it goes somewhere, moving to other room etc. Annoying I admit, especially with the timer to resummoning was so damn long.</p>
<p>the woman statue riddle was more than enough tipped (after you actually found the statue) in several tablets, I have to admit that this was rather interesting riddle.</p>
<p>dance of life. This one pissed me off seriously. I found the tablet with the pictures of the dance, and where to do it, but nothing happened when I did it. what I did not know was the attacking part. how should I know that from the pictures? Also the god damn time stopping to kill the drillamajigs. I killed one in that room during time stop, but how would I know to kill 2? and the time isn&#8217;t that long to accidentally kill 2 unless you&#8217;re lucky. plus I tried killing several of them out of time stop and it didn&#8217;t work, so I figured that it doesn&#8217;t mean these things or I&#8217;m doing at the wrong place. </p>
<p>one last whine is about some of the rooms that are essential to completing the game like woman statue and tower of ruin jewel(which was kinda tipped in a picture, but it was unclear) hidden in a random wall you have to happen to find otherwise you&#8217;re stuck. Also, some things opening after beating a boss or after gaining a &#8220;quest item&#8221; such as the crystal skull with no indication where or what opened pissed me off. I had to search all the areas at least 10 times through during the run of the game to find IF I missed something.</p>
<p>I&#8217;m eagerly waiting for the wii version, even if it&#8217;s delayed, since it will let me play the game again, with a new experience.</p>
<p>Also,<br />
BATS. My god.</p>
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		<title>By: rorrim</title>
		<link>http://la-mulana.com/en/blog/about_difficulty.html/comment-page-1#comment-1025</link>
		<dc:creator>rorrim</dc:creator>
		<pubDate>Tue, 14 Dec 2010 16:33:50 +0000</pubDate>
		<guid isPermaLink="false">http://la-mulana.com/en/?p=269#comment-1025</guid>
		<description>I don&#039;t really like the idea of lowering the difficulty, but I understand it. Like some people have probably mentioned, I think there should be an original difficulty mode with all the original puzzles and none of the new stuff to make the game easier. 

Maybe it&#039;s just me but I thought all of the puzzles were fine except maybe the &quot;Controlling The Heavens&quot; one, that was just complete guess work. The rest of the puzzles, though, I thought were all perfectly do-able provided you can memorize tablets(since a lot you find aren&#039;t useful until much later) and be able to figure out what they mean. But what ever happens, as long as you don&#039;t lose the sense of exploration and wander you get just from moving around the maps, and the sense of accomplishment when you complete something ridiculously hard, I think lowering the difficulty a bit is fine.

And as for the Hell Temple, I&#039;m not one of the crazy people that say it was too easy, but I like the idea of making it harder. Frustrating as it may be, in reality it really is easy-ish. You go through most of the rooms probably upwards of 20 times, so naturally those rooms get a lot easier. And I&#039;m hoping for an even more &quot;amazing&quot; treasure at the end, long as this one doesn&#039;t make me want to gouge my eyes out afterward.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t really like the idea of lowering the difficulty, but I understand it. Like some people have probably mentioned, I think there should be an original difficulty mode with all the original puzzles and none of the new stuff to make the game easier. </p>
<p>Maybe it&#8217;s just me but I thought all of the puzzles were fine except maybe the &#8220;Controlling The Heavens&#8221; one, that was just complete guess work. The rest of the puzzles, though, I thought were all perfectly do-able provided you can memorize tablets(since a lot you find aren&#8217;t useful until much later) and be able to figure out what they mean. But what ever happens, as long as you don&#8217;t lose the sense of exploration and wander you get just from moving around the maps, and the sense of accomplishment when you complete something ridiculously hard, I think lowering the difficulty a bit is fine.</p>
<p>And as for the Hell Temple, I&#8217;m not one of the crazy people that say it was too easy, but I like the idea of making it harder. Frustrating as it may be, in reality it really is easy-ish. You go through most of the rooms probably upwards of 20 times, so naturally those rooms get a lot easier. And I&#8217;m hoping for an even more &#8220;amazing&#8221; treasure at the end, long as this one doesn&#8217;t make me want to gouge my eyes out afterward.</p>
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		<title>By: Tye The Czar</title>
		<link>http://la-mulana.com/en/blog/about_difficulty.html/comment-page-1#comment-747</link>
		<dc:creator>Tye The Czar</dc:creator>
		<pubDate>Mon, 05 Jul 2010 13:39:38 +0000</pubDate>
		<guid isPermaLink="false">http://la-mulana.com/en/?p=269#comment-747</guid>
		<description>How about for the main game, you just add a harder difficulty level for those used to the original version. In fact, you could just add another difficulty level that goes above and beyond the original difficulty. Maybe you could call that Lunatic?</description>
		<content:encoded><![CDATA[<p>How about for the main game, you just add a harder difficulty level for those used to the original version. In fact, you could just add another difficulty level that goes above and beyond the original difficulty. Maybe you could call that Lunatic?</p>
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		<title>By: Sutibu</title>
		<link>http://la-mulana.com/en/blog/about_difficulty.html/comment-page-1#comment-424</link>
		<dc:creator>Sutibu</dc:creator>
		<pubDate>Tue, 29 Dec 2009 08:31:40 +0000</pubDate>
		<guid isPermaLink="false">http://la-mulana.com/en/?p=269#comment-424</guid>
		<description>I like the idea of the decreased difficulty, but I also think difficulty settings would be a nice addition. With that aspect, you can please the new gamers that play easy games, and the veterans that love the hard &#039;old-school&#039; games of past generations.

Speaking of which, I&#039;ve heard rumors that Hell&#039;s Sanctuary in the WiiWare version is going to be MUCH harder than the original version. I really hope that&#039;s not true.</description>
		<content:encoded><![CDATA[<p>I like the idea of the decreased difficulty, but I also think difficulty settings would be a nice addition. With that aspect, you can please the new gamers that play easy games, and the veterans that love the hard &#8216;old-school&#8217; games of past generations.</p>
<p>Speaking of which, I&#8217;ve heard rumors that Hell&#8217;s Sanctuary in the WiiWare version is going to be MUCH harder than the original version. I really hope that&#8217;s not true.</p>
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		<title>By: Samuel Wright</title>
		<link>http://la-mulana.com/en/blog/about_difficulty.html/comment-page-1#comment-403</link>
		<dc:creator>Samuel Wright</dc:creator>
		<pubDate>Sun, 20 Dec 2009 08:35:12 +0000</pubDate>
		<guid isPermaLink="false">http://la-mulana.com/en/?p=269#comment-403</guid>
		<description>why don&#039;t you just have different difficulty levels like easy normal and hard, so how are you working with nicals who have made cave story.</description>
		<content:encoded><![CDATA[<p>why don&#8217;t you just have different difficulty levels like easy normal and hard, so how are you working with nicals who have made cave story.</p>
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		<title>By: 3up</title>
		<link>http://la-mulana.com/en/blog/about_difficulty.html/comment-page-1#comment-261</link>
		<dc:creator>3up</dc:creator>
		<pubDate>Thu, 08 Oct 2009 23:15:58 +0000</pubDate>
		<guid isPermaLink="false">http://la-mulana.com/en/?p=269#comment-261</guid>
		<description>The special thing about La Mulana is that the puzzles have a &quot;context&quot; in the ruins. Understanding this context leads to the solutions, rather than just &quot;flip that switch&quot; or &quot;push the block onto the pressure plate&quot;.

So long as &quot;reducing the difficulty&quot; doesn&#039;t mean making the game about following a set of rigid instructions given to the player, then I think the game will be ok.</description>
		<content:encoded><![CDATA[<p>The special thing about La Mulana is that the puzzles have a &#8220;context&#8221; in the ruins. Understanding this context leads to the solutions, rather than just &#8220;flip that switch&#8221; or &#8220;push the block onto the pressure plate&#8221;.</p>
<p>So long as &#8220;reducing the difficulty&#8221; doesn&#8217;t mean making the game about following a set of rigid instructions given to the player, then I think the game will be ok.</p>
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		<title>By: Namo</title>
		<link>http://la-mulana.com/en/blog/about_difficulty.html/comment-page-1#comment-260</link>
		<dc:creator>Namo</dc:creator>
		<pubDate>Thu, 08 Oct 2009 20:56:31 +0000</pubDate>
		<guid isPermaLink="false">http://la-mulana.com/en/?p=269#comment-260</guid>
		<description>Since its going to be extremely evident that La-Mulana is inspired by old-school games, I think having to refer to some sort of manual should be kept in tact.</description>
		<content:encoded><![CDATA[<p>Since its going to be extremely evident that La-Mulana is inspired by old-school games, I think having to refer to some sort of manual should be kept in tact.</p>
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		<title>By: Aegeus</title>
		<link>http://la-mulana.com/en/blog/about_difficulty.html/comment-page-1#comment-258</link>
		<dc:creator>Aegeus</dc:creator>
		<pubDate>Sat, 03 Oct 2009 22:36:22 +0000</pubDate>
		<guid isPermaLink="false">http://la-mulana.com/en/?p=269#comment-258</guid>
		<description>The changes you described sound good.  It seems like you&#039;re trying to keep the difficulty the same but reduce player frustration.  For example, you are making it easier to pick up and play by explaining how to open doors (which I don&#039;t think was explained *ever* in the original) or how to use certain items, so that the player doesn&#039;t have to read the manual just to play the game.  Also, said you would reduce infuriating and repetetive puzzles like the Tower of the Goddess, where a missed jump or dodge sends the player back to the bottom.  Similar infuriating issues would be the breakable walls (which I only figure out in hindsight) or the numbering system (which comes out of nowhere for two puzzles and then is never used again).

One big idea about the difficulty could be having more hints on where you can use certain items or where you can&#039;t go until you have some.  For example, once you get the Bronze Mirror you have up to 9 new places to go to, but no clue which one you need to visit first.  Metroid: Zero Mission does this really well by occasionally having statues that give you a general idea of where your next upgrade is coming from, but letting you figure out how to get there (or even letting you sequence break past it!).</description>
		<content:encoded><![CDATA[<p>The changes you described sound good.  It seems like you&#8217;re trying to keep the difficulty the same but reduce player frustration.  For example, you are making it easier to pick up and play by explaining how to open doors (which I don&#8217;t think was explained *ever* in the original) or how to use certain items, so that the player doesn&#8217;t have to read the manual just to play the game.  Also, said you would reduce infuriating and repetetive puzzles like the Tower of the Goddess, where a missed jump or dodge sends the player back to the bottom.  Similar infuriating issues would be the breakable walls (which I only figure out in hindsight) or the numbering system (which comes out of nowhere for two puzzles and then is never used again).</p>
<p>One big idea about the difficulty could be having more hints on where you can use certain items or where you can&#8217;t go until you have some.  For example, once you get the Bronze Mirror you have up to 9 new places to go to, but no clue which one you need to visit first.  Metroid: Zero Mission does this really well by occasionally having statues that give you a general idea of where your next upgrade is coming from, but letting you figure out how to get there (or even letting you sequence break past it!).</p>
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		<title>By: Nicholas</title>
		<link>http://la-mulana.com/en/blog/about_difficulty.html/comment-page-1#comment-255</link>
		<dc:creator>Nicholas</dc:creator>
		<pubDate>Wed, 30 Sep 2009 21:16:47 +0000</pubDate>
		<guid isPermaLink="false">http://la-mulana.com/en/?p=269#comment-255</guid>
		<description>Clearing up confusion is definitely something that needed fixing at the beginning of the game, however to tell the player where to go and what to do later in the game might ruin the whole Indiana Jones exploration feel. None the less, does sound like you know what you&#039;re doing.</description>
		<content:encoded><![CDATA[<p>Clearing up confusion is definitely something that needed fixing at the beginning of the game, however to tell the player where to go and what to do later in the game might ruin the whole Indiana Jones exploration feel. None the less, does sound like you know what you&#8217;re doing.</p>
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		<title>By: Artemus Harper</title>
		<link>http://la-mulana.com/en/blog/about_difficulty.html/comment-page-1#comment-254</link>
		<dc:creator>Artemus Harper</dc:creator>
		<pubDate>Wed, 30 Sep 2009 03:15:29 +0000</pubDate>
		<guid isPermaLink="false">http://la-mulana.com/en/?p=269#comment-254</guid>
		<description>The instant death puzzle that is guarding the woman figurine item needs to have a bigger warning on it that you cannot escape this puzzle with the grail. Since for most of the game, the player learns to explore the various areas and teleport out when their health reaches a low level.</description>
		<content:encoded><![CDATA[<p>The instant death puzzle that is guarding the woman figurine item needs to have a bigger warning on it that you cannot escape this puzzle with the grail. Since for most of the game, the player learns to explore the various areas and teleport out when their health reaches a low level.</p>
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