18-Aug-2018, 4:49 PM
(This post was last modified: 18-Aug-2018, 4:57 PM by Flareon350.)
Quote:15 hours ago, Kataac said:
#3 Mad Bombers (walls from #13 Road Block) This level could use a slight time limit increase. I went to read the hint and realized on the way back that I had 8 seconds left! I made it to the exit with 2 seconds left, though I still think it should be increased to 100.
#4 Lush Forest (thin walls and wall from #51 Dancing on Ice) This maze reminds me a lot of Jungle, and I was honestly expecting to see teeth! Good maze, albeit a bit generic.
#7 Blurry (walls from #15 Bumper) Being chased around by teeth in an area littered with hidden walls is not a good idea to build a level around
#9 Technicolor Theatre (walls from #135 Color Wheel) This somewhat ordinary maze became something very special with the addition of red and blue keys to create "Repair the Maze" style sections, and with an awesome aesthetic to top it off. Also, the hint is blocked on all sides.
#11 Cinder Block (walls from #74 Niche) I liked this level except for the recessed wall maze in the middle. There was no clear indication that I had to go to the top first and then leave a path to return from there, and I didn't realize until after I had already gone to the right. I assumed the way you got to the hint was you came back from that section later with a blue key, green key and fire boots, and you would go through a teleport at the top. Maybe you should place a hint at (8,15) that explains this and replace the hint with another collectible.
#14 Frigid Highlands (walls from #44 Tiny Spirals) Good combination of hidden walls and ice, but is there really no point at all to the hint room? There aren't even any chips there, or even a hidden wall maze.
#15 Chip in the Caldera (fire from #55 Construct-a-Maze) I love levels where you have to stop monsters from cloning! Though this level seems easily bustable by pushing a block to (13,17). I didn't pull off any shenanigans myself, but you may want to make a small fix just in case.
#17 Massive Mindset Shift (most blocks from #107 Lazy Hourglass) Argh, I just had the stupidest death on this level after collecting half of the chips! I really don't want to replay the level, so I'll stop here for the night. Though I will say that I don't remember there being blocks at the top and bottom of Lazy Hourglass. The only drawback is the ice section, since it can be hard to see ahead to see what blocks will kill you, unless you're insightful enough.
Mad Bombers doesn't need a time limit increase for something that is completely optional to the player, in this case reaching the hint is. If you want to read it with some spare time leftover, do the cloning faster!
Lush Forest literally only exists because I had to have something out of Dancing on Ice. I like the generic feel to it, I see nothing wrong with that approach in levels! I will consider adding some monsters (not just teeth) in it to spice the aesthetics up a bit for it in the future.
I'd agree with your opinion on Blurry (and a level very, very similar to it) if it was a full map level but given the size I think it's reasonable. I'm taking advantage of utilizing some level concepts I'd normally wouldn't design in Walls of CCLP3 and this isn't the first case of such a thing.
That's actually my favorite bit in Cinder Block! Regardless, I don't think it needs changing to be more clear. It's not that far into the level and there's only so many options you can take with that room anyway. You can even still solve it if you go to the right first by going around to the chip at (10, 12) (where you can also see both the blue key and lock) and still be able to get the blue key and proceed to the next section.
The empty hint room in Frigid Highlands does exactly what I intended - making players think there's hidden walls in it.
Chip in the Caldera isn't busted with that approach, though you can bypass the first two sections that way. However, you might have a harder time getting through the cluster of fireballs to reach the red key if you do that.
You're correct the blocks in the bottom and top of Massive Mindset Shift weren't there in the source level but literally no one else has complained about it so I don't have a reason to change that (though I easily could). As far as the ice section goes I understand your thoughts on that and I realized that while designing. But there is nothing preventing you from going there first if it's problematic for you.
Thanks for the feedback!