27-Feb-2016, 2:16 AM
(This post was last modified: 27-Feb-2016, 2:18 AM by Flareon350.)
Quote:And well, sorry, I can't give this level that much more points, and let's be honest, if you compare it to Joshua Bone's SYNCHRONOUS MODE BLOCKING, which is just a masterpiece of hook level, I think the differences are obvious...
That's my problem really. I really don't like my levels being compared to others made by other people. Specifically, this level isn't special nor did I want it to be. I was not going for the best hook level ever, I wanted to make a different kind of sokoban to provide some variety in my set. That is my ideal goal with this set, like it was with my CC1 sets. If you felt it was tedious then that's fine, but just know I did want to make it larger. I feel I used this moderately but that's just me, the designer talking.
Quote:You don't need the boots from the ghost, it's enough if he wears them, since he can step on the fire to extinguish it
Oh I see. Okay fair enough that can stay in then.
Quote:43 got mainly lower points for the start. You are forced to run around to get the red key; the first time it's interesting, to see the level, of course I get the timing between bawling ball and ball wrong, and have to run around again. Still fun, but after destroying a ship with my cool bowling ball, and had to run a third time, it started to get slightly repetitive. And yes, sadly I have to admit, the ant killed me the first time (somehow I really misjudge how long it takes to release the bowling ball sometimes) as well, so, redo everything, which includes running around the level for 21 seconds... And together with giving me the feeling I missed something in the level, when I first came up to the top right section, because the bawling ball is hidden, I like puzzles, not trial and error, the score can't be that much higher.
So. Removing just a bit of walking would make it a stronger level? I really don't understand that personally but it is what it is. The level isn't centered by that and I don't think a bit of walking around should discredit how good of a level it is, at least to me. The hidden bowling ball is not trial and error though, you do not die by trying to find it which in my opinion is what trial and error really is.
Quote:44: That at the start a key, a teleport and a 1k bonus is covered by canopies didn't help as well. I really don't like this unnecessary hiding of parts in a level.
Those canopies are just at the start... and none of them result in death. One of them even gives a bonus. So really there should be no reason to even complain about them. Unnecessary yes, but they are used in a reasonable manner. I feel this is nothing more than a nitpick, like the hidden bowling ball in the previous level so I'll try to disregard those. But as stated, I'll make that force floor path at the end more forgiving though, I didn't realize it couldn't be seen.
Quote:47: I'll give this one another chance on another day, but a fifty-fifty chance to die, half way in the level - probably more at the start - definitely doesn't feel good - especially if you choose the wrong one.
But to be honest, I already didn't understand why you try to hide the area control button at the start with a not allowed marker, since it is at the very start, it doesn't matter too much, but definitely not something I can approve of.
I don't understand this 50-50 chance of dying you're referring to. I've played this level many times and had another person play this and neither of us know what this is. I have not had an issue with anything regarding this so can you elaborate on this? The area control button having a no red key sign on it is simply, to avoid getting the red key at the start right away.
I am currently redesigning this level as we speak, so do not worry about this replaying this one. Hopefully you'll enjoy the redesigned version. I'm simply keeping your feedback in mind for the redesign, though I probably won't keep the teeth thing, depending on what happened with you with this.
Quote:So my résumé on this levels for now, is they are good, but have certain issues, which at least for me make them less fun and worse than they could be. However, at least some of them, as you mentioned, can be easily fixed (e.g. change certain tile colors...) and if this makes them a better playing experience for everyone, it should be perfect.
I'm not going for perfection or anywhere close to it. I know there will always be levels you won't enjoy and there will be some you'll enjoy, and that goes with every person who plays this set. I'm just getting the vibe that it's more on the unenjoyable side of the spectrum from you, disregarding your ratings. I can't remember the last level you said you fully liked and had nothing bad to say about it, if you have at all. But I am still trying to find my place in design, which arguably is better than when I first designed CC1 levels.
Hopefully you understand that I am taking this criticism as a way to improve and I hope you don't get the impression that I can't take criticism well. But I think there's a fine line between disliking something in a level and nitpicking about something in a level that doesn't affect much.