48:42 My favorite suggestion from your chat: Replace some useless Synth-item chests with OOT-style "FOOL!" chests that turn you into a dice for 5 seconds xD
I think randomizing puzzle pieces would add more "progression" since you need certain growth abilities in order to grab them much like finding the bow or hookshot in OoTR. Even though it adds more checks it also it also spices up the run with potential revisits and making growth abilities more than just convenient. Maybe if there was a way to replace some synth/items with puzzle pieces you could have go "go mode" items without adding more grind?
While it would make things more interesting, I can't help but think that could add an hour or more to runs in cases of bad luck and just make things completely tedious.
@@markmayonnaise1163 That's the nature of any randomizer imo. But with this game it seems way worse because there's no "yay I did something" until your third proof and maybe promise charm. Plus for some people really sadistic settings (keysanity and gold skultulas) add more fun.
TempuraFriedJoystick Didn't they say it would require using the toolkit everytime? I mean I didn't know that when I first posted it but tbh I'd still randomize them even if I had to reset everything up each time.
Coming back to this 5 months later, so much has changed! No big chests, different tracker, music mod, goodness it feels like a totally different game! Edit: Not to mention, hints and boss enemy rando
1:17:54 Right? My thought was that Re:Mind and the patch abilities were done by a different team entirely; or that Osaka had been drastically restructured and may have found itself for the first time in history under competent leadership. Hell, even the one non-minigame fight that was completely new (and not just awkwardly stitched together from existing fights or literal recycled content) was probably the best fight in the story.
Imagine a seed where your three proofs are in the hub area, the very first three chests you get. How amazingly frustrating would that be? No Magic, no Growth Abilities, just face Xemnas immediately.
Late to party but adding some kind of random objective win mode or go mode (a la ff4 free enterprise) could be extremely useful and fun for this. Things like Clear all HB/RG, defeat 2 AS battles, obtain MAX level wisdom form. Complete 3 objectives to unlock final fight/win seed.
Or increase the amount of exp that you get for hitting enemies whilst in valor form killing heartless in wisdom form killing nobodies in final form finishing limits in limit form and drive orb exp in master form.
Anyone know what BB meant when mentioning scaling and chipdamage on KH3, and it being fixed in remind? Whats the occasion on KH3 where level/dmg scaling applies?
I'm not 100% certain but I think it's the Data fights and Yozora in remind (and maybe the rest of the DLC too? not sure) that have scaling. They're a fixed high level and the damage floor is raised for the fights.
I'm so conflicted about this mod. On one hand, it breathes a consistently unique experience into every playthrough, but on the other hand, the vods are SO. FREAKING. LONG.
Maybe if a permadeath system was introduced much like any other roguelike, the games wouldn't feel as long. An option to disable cutscenes would also be pretty cool too
Days was amazing multiplayer and mission mode just get xigbar larxene siax and whoever else you want and it's such an annoying team pvp was even better because goofy spin just the never ending spin