04-Feb-2018, 1:12 PM
(This post was last modified: 04-Feb-2018, 1:59 PM by Joshua Bone.)
I reorganized the level order in 1.4.0 to be loosely based on increasing difficulty rather than original level order, so that's intended :).
Thanks for the feedback too, very helpful as always.
The walkers areas on SALMON RUN were designed to require basically no dodging skill to solve, coming as late in the level as they do. I actually was just looking to fill space at that point after a really complicated level. I played through the level again recently just to make sure and I still feel like they are fairly placed. My rule of thumb (usually, but not always followed) is that 'gratuitous' late-game dodging and puzzles on long levels should be solvable close to 100% of the time on the first try by an average player. In this case it should be obvious what needs to be done in both rooms, and it should be almost trivial to execute. If that's not the experience I'd love to hear what makes them difficult.
ONE LESS'N BEFORE is nothing glitchy, just standard CC mechanics plus a single well-known CC2 ability. FF behavior in the Steam engine makes it a little tricky to execute, but I can pull it off almost every try.
I think altering player position and editor peeks in general fall into the same category. Ultimately it's up to the player how they want to experience the game. Some levels could be absolutely ruined by this; in others, it's a harmless way to get past a single difficult section. I don't mind it.
On MY MOTHER SAYS the rest of the level after the opening puzzle was honestly pretty much just filler. Glad to know it's enjoyable filler :). The opening puzzle is surprisingly hard, and was one of those 'I wonder if this is possible' designs that turned into a puzzle that seems to fit the space perfectly.
Thanks for the feedback too, very helpful as always.
The walkers areas on SALMON RUN were designed to require basically no dodging skill to solve, coming as late in the level as they do. I actually was just looking to fill space at that point after a really complicated level. I played through the level again recently just to make sure and I still feel like they are fairly placed. My rule of thumb (usually, but not always followed) is that 'gratuitous' late-game dodging and puzzles on long levels should be solvable close to 100% of the time on the first try by an average player. In this case it should be obvious what needs to be done in both rooms, and it should be almost trivial to execute. If that's not the experience I'd love to hear what makes them difficult.
ONE LESS'N BEFORE is nothing glitchy, just standard CC mechanics plus a single well-known CC2 ability. FF behavior in the Steam engine makes it a little tricky to execute, but I can pull it off almost every try.
I think altering player position and editor peeks in general fall into the same category. Ultimately it's up to the player how they want to experience the game. Some levels could be absolutely ruined by this; in others, it's a harmless way to get past a single difficult section. I don't mind it.
On MY MOTHER SAYS the rest of the level after the opening puzzle was honestly pretty much just filler. Glad to know it's enjoyable filler :). The opening puzzle is surprisingly hard, and was one of those 'I wonder if this is possible' designs that turned into a puzzle that seems to fit the space perfectly.
My CC1 custom levelset, JoshuaBoneLP.dat
My 'Walls of CC1' custom levelset for CC2, JBoneWOCC.zip, containing levels based on the first 28 levels of CC1.
My CC2 misfit levels, JBoneMisfits.zip, containing 4 levels that didn't fit anywhere else.
Designer totals:
15 levels in CCLP3
52 levels in CC2
Public Apology: I'm very, very sorry about HAUNTED CASTLE, ANTARCTICA, and the endings on VENICE and THINKTANK.
My 'Walls of CC1' custom levelset for CC2, JBoneWOCC.zip, containing levels based on the first 28 levels of CC1.
My CC2 misfit levels, JBoneMisfits.zip, containing 4 levels that didn't fit anywhere else.
Designer totals:
15 levels in CCLP3
52 levels in CC2
Public Apology: I'm very, very sorry about HAUNTED CASTLE, ANTARCTICA, and the endings on VENICE and THINKTANK.