02-Jan-2012, 2:18 AM
It's definitely a good instructional level for designers that showcases why luck-based timing provides no real value to the game.
Another way to put it: a player's frustration while playing CC, should any exist, should be born out of necessity to better his skill or learn something that the level is trying to teach that is within his grasp, not out of level design that is outside the player's control.
Another way to put it: a player's frustration while playing CC, should any exist, should be born out of necessity to better his skill or learn something that the level is trying to teach that is within his grasp, not out of level design that is outside the player's control.