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	<title>Comments on: EvilQuest Review</title>
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		<title>By: Forrest McCorkle</title>
		<link>http://theindiemine.com/evilquest-review/#comment-3930</link>
		<dc:creator><![CDATA[Forrest McCorkle]]></dc:creator>
		<pubDate>Mon, 23 Jan 2012 14:37:45 +0000</pubDate>
		<guid isPermaLink="false">http://theindiemine.com/?p=1714#comment-3930</guid>
		<description><![CDATA[Thanks for the review Brandon. I agree with a lot of what you&#039;re saying and we will take this feedback with us as we move on to our next project. 

We are very happy with the way the boss battles turned out and I&#039;m glad that most reviewers seem to mention this as one of the games best features. Their behavior was definitely the most interesting part of this project from a programming standpoint.

We tried to minimize the palette swaps, but with the amount of animation frames that most of these enemies required was a lot for our artists to take on. So while the variety of enemies might seem low, the amount of time spent on each one was a good bit higher than in something like a turn based RPG where you can get away without having any animation. That said, we are going to focus on more variety in our next project.

Thanks again for supporting the XBox Indie Scene!]]></description>
		<content:encoded><![CDATA[<p>Thanks for the review Brandon. I agree with a lot of what you&#8217;re saying and we will take this feedback with us as we move on to our next project. </p>
<p>We are very happy with the way the boss battles turned out and I&#8217;m glad that most reviewers seem to mention this as one of the games best features. Their behavior was definitely the most interesting part of this project from a programming standpoint.</p>
<p>We tried to minimize the palette swaps, but with the amount of animation frames that most of these enemies required was a lot for our artists to take on. So while the variety of enemies might seem low, the amount of time spent on each one was a good bit higher than in something like a turn based RPG where you can get away without having any animation. That said, we are going to focus on more variety in our next project.</p>
<p>Thanks again for supporting the XBox Indie Scene!</p>
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		<title>By: Brandon Schmidt</title>
		<link>http://theindiemine.com/evilquest-review/#comment-3839</link>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
		<pubDate>Fri, 20 Jan 2012 00:52:20 +0000</pubDate>
		<guid isPermaLink="false">http://theindiemine.com/?p=1714#comment-3839</guid>
		<description><![CDATA[A good point as well about the different levels of the individual spells and how they behave differently.  In the end I typically found myself sticking to a core group of 2 or 3 spells for attacking and keeping myself alive, which was mildly disappointing but not uncommon from what I&#039;ve experienced playing RPGs.]]></description>
		<content:encoded><![CDATA[<p>A good point as well about the different levels of the individual spells and how they behave differently.  In the end I typically found myself sticking to a core group of 2 or 3 spells for attacking and keeping myself alive, which was mildly disappointing but not uncommon from what I&#8217;ve experienced playing RPGs.</p>
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		<title>By: Alan C</title>
		<link>http://theindiemine.com/evilquest-review/#comment-3838</link>
		<dc:creator><![CDATA[Alan C]]></dc:creator>
		<pubDate>Fri, 20 Jan 2012 00:34:54 +0000</pubDate>
		<guid isPermaLink="false">http://theindiemine.com/?p=1714#comment-3838</guid>
		<description><![CDATA[Good point about the performance of magic. It&#039;s something I was aware of while playing but somehow forgot afterwards. It was refreshing to find that the level 2 or 3 version of a spell isn&#039;t just more powerful, but actually behaves completely differently.]]></description>
		<content:encoded><![CDATA[<p>Good point about the performance of magic. It&#8217;s something I was aware of while playing but somehow forgot afterwards. It was refreshing to find that the level 2 or 3 version of a spell isn&#8217;t just more powerful, but actually behaves completely differently.</p>
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