Edit: (Same Day) A review of the game was posted here just today. I was asked a few interview questions to go alongside the review found here.
His review style reminds me of something, I can't remember what it was, so... Instead of explaining his review style, just go see, I usually do a terrible job of explaining anyway. Like they say, a picture is worth a thousand words, what would that make videos? o_O Anyway, here's a link to his review site as well.
I noticed that last month, (August) the blog got the second highest view count in its life time. It's been going up ever since April this year, which is right when DT3 was officially announced. No surprise there. March actually got the second lowest since creation and then BAM it spiked back up. The highest month was December last year, right after DT1 was released. Actually it was released early November and the view count nearly doubled... oh well. April and May this year got the exact same view count with June only 2 views higher. o_O That's... special. If you know blogger well enough I'm sure some of you can figure out how to view this stuff yourself, but I won't be saying the actual view count. :P It's really not that high, though admittedly higher than I thought considering I really don't advertise this game anywhere.
Anyway, enough with boring logistics. DT3 will make gameplay throw-backs and references to both previous games. I found one usable reference perfect for a certain desert road in Gate 2. You know what I'm talking about most likely. :3 Except this time, retribution is possible. Hard, but possible. I'm sure many of you want it after that part.
Zelda 2 Exploit
If you remember back to Zelda 2, you could get into encounters on the map right on an event spot. This would cause you to spawn back in on it, which would allow you to skip over it. When I was doing a no continue run of the game, (and was successful) I exploited that little trick in various parts. (Mainly the road to the Great Temple) Anyway, this trick was going to be available for DT3's Gate 2, and it was originally coded that way. I decided to change that, it's not longer an exploit. In the event of you going over an event spot and an encounter at the same time, the event takes priority.
A few reasons for this. I really don't want you guys 'cheating' over these things. The event maps are designed for specific reasons. Throw-backs, to teach the player about a certain game mechanic through visual cues. (And to build the death counter of course. It's a sign of how manly you are.) The biggest reason are the hidden maps. They're pretty easy and usually obvious to find, but on that rare occasion for the two that I don't think are as obvious, I don't want the player running over it and getting into an encounter, then thinking nothing of it, and not double checking. (I'm glad there's no grammar or run-on sentence checker/auto-correct.) (wtf 'autocorrect' is too a word!!) That and I really don't want the exploit in there, that's really the bottom line. :P
More Exploits, but not really
I doesn't mean I won't be leaving in small non-game breaking exploits, they'll be there for fun for you guys to find. There is one actual game breaking exploit that I purposefully left in the game. The exploit came about through a design oversight with how one of the levels were built. I found it funnier to just leave it in and have a comment about cheating. (Of course the game fixes up the problems caused after you do so.) I'm going to try and put in little easter eggs like this whenever I can. Normally I'd go eww at the idea of breaking immersion but... well yeah...