Mar. 7th, 2011

kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (GOOD.)


There, that's more like it. Now I'm ready to further the plot.

Oh, and since I'm now more familiar with just how easy it is to transfer screenshots with this connection and everything, here's an old one I took of that stupid fortress level that alerted me to the fact that I need more Hawkmen in the first place. The fact that Canopus was literally the only person in my entire party who could actually keep moving (and wasn't completely stopped to the point of being de facto removed from the battle) whenever an undead enemy parked on the stairs was part of why that fight was so hard.



Fun fact: Movement distance comes from your class--Clerics and Wizards will always be slow as hell, even if they're a Hawkman, due to only being capable of a rather pathetic three tiles of movement per turn. Jumping distance (which is important in a stage like this as it determines whether you need the stairs or you can just jump up the wall) mostly comes with the class as well, but vertical distance is where the fact that Hawkmen can fly allows them to ignore the rules and scale any wall ever. Which kind of would have helped if more people could have done that in that particular battle.

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kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (Default)
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