Joshua Bone's level design feedback thread thingy
#2
Hi,

First I have to say, I really liked most of the levels, it is a great levelset Thumbs up

Secondly, if the replays are intended to work, none of the ones I tried out, seemed to show a solution of a level (either they are broken, or should not give any hints).

Quote:01 HOARDER (based on LESSON ONE)
The concept is somewhat annoying at first, but makes an excellent lesson in inventory management. Getting the bonus just means planning ahead. Extra 1K bonus flag in bottom left corner.


It is indeed somewhat annoying, especially for the first level in a level set. I personally would prefer it, if there would be removed four or more boots in the inner ring, which doesn't change the concept, but gives some air to breath.

Quote:02 PUSH AND PULL (based on LESSON TWO)
Again, the concept is annoying at first, but (as with FLEA MARKET) you start to get the hang of the hook after a bit.


I really liked and enjoyed this one Slight smile

And definitely way less annoying than the first one...

Quote:03 ONE LESS'N BEFORE (based on LESSON THREE)
The trick here is a little tougher to duplicate than I'd like. The bonus is obtainable only by 'unfair' information.


To be honest, Joshua Bone told me the solution/trick, I was lost before here. It's for some reason not working all the time, but this way it's a really nice level, however it would be even better if it would always work, but I guess, that's just part of the game Slight smile

Quote:04 THOUGHTFUL (based on LESSON FOUR)
I like the `set yourself up for success' theme here. I have NOT verified the bonus is obtainable on this one.


Probably there is a way to get the bugs cycling around in a nice way by interrupting them exactly at the right times, however I never got all together and as long as they are cycling around somewhat randomly this one is really tough.

Quote:05 POOL OF THE ACCURSED (based on LESSON FIVE)
Keeping the blue teeth out of trouble on this one was so difficult that I had to give the player more options. The `surprise' in the lower room is unfair, but I like the concept.


Again one where Joshua told me the solution, still the timing is quite tight. Realizing how it's done and pulling it of is really tricky, so definitely the most difficult levels in my opinion, albeit if you now how it's done, it's quite a fun one as well, and realizing it yourself, probably even more rewarding.

Quote:06 SPIRIT PORTAL (based on LESSON SIX)
I'm really proud of this one. A tight little puzzle that fits perfectly into the walls of the original level. Very instructive on the ghost/yellow teleport interaction. Secret out-of-sight bonus available.


A hard but nice one, took me quite some tries, and really like the principle Slight smile

Quote:07 IF WALLS COULD SPEAK (based on LESSON SEVEN)Neat concept made possible by the new thin walls.


A nice and fun level.

Quote:08 SHE'S GOT A TICKET (based on LESSON EIGHT)
Simple RR level, more filler than anything, all trap routes should be visible in advance.


In theory probably, but still got stuck in endless loops twice Rolling eyes A pretty nice level, not too long and not too hard.

Quote:09 OL' STUNT BANDS (based on NUTS AND BOLTS)

Name is an anagram of course. Collection of unrelated concepts. I'm pretty happy with the whole northwest corner, particularly the creative one-way bouncing ball room (using a series of 12 x+20n repeaters) and the red teleport puzzle. Bonus puzzle looks more complex than it is.


A great level, and a lot of fun.

Quote:10 PROBING ACTUALITY (based on BRUSHFIRE)

Easy and satisfying concept level in my opinion.


A nice concept and an easy fun level Slight smile
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Joshua Bone's level design feedback thread thingy - by _H_ - 20-Jun-2015, 3:39 PM

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