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I wouldn't really mind if 900 mudokons were in TzF. Considering that all the extra mudokons in NnT were really just extra copies of the initial mudokons, any extra mudokons in TzF wouldn't change the game in any fundamental way; it'd just make it seem bigger.
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The difference being that there were more muds because you could now do 'All Y'all'. AE always had that option, so the mud placement already assumed large numbers were plausible and not too large as to be annoying.
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Nate, what are your suggestions for AEHD?
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Fix the controls/character movement, fix the saws/timing puzzles in general (which might not be necessary if the character movement is fixed), fix Slig behaviour to be consistent.