Joshua Bone's level design feedback thread thingy
#15
Set has been updated! Here are the release notes:

001 HOARDER (LESSON 1)

time: 150

replay: Y (3120)

bonus: confirmed

changes: none

comments:


002 PUSH AND PULL (LESSON 2)

time: 400

replay: Y (4850)

bonus: confirmed

changes: replaced water with bombs to make bonuses possible

comments:


003 ONE LESS’N BEFORE (LESSON 3)

time: 100

replay: Y (2180)

bonus: confirmed

changes: none

comments:


004 THOUGHTFUL (LESSON 4)

time: 450

replay: Y (4900)

bonus: confirmed

changes: now only 8 ants instead of 10, confirmed bonus


005 THIN BLUE LINE (LESSON 5)

time: 400

replay: Y (3740)

bonus: none

comments: A completely new level, replaces “Pool of the Accursed” due to poor reviews. The puzzle involves carrying a lightning tool across three rooms without triggering a catastrophe.


006 SPIRIT PORTAL (LESSON 6)

time: 200

replay: Y (3970)

bonus: confirmed

changes: none

007 IF WALLS COULD SPEAK (LESSON 7)

time: 150

replay: Y (3310)

bonus: confirmed

changes: none


008 SHE’S GOT A TICKET (LESSON 8)

time: 150

replay: Y (3600)

bonus: confirmed

changes: none


009 OL’ STUNT BANDS (NUTS AND BOLTS)

time: 400

replay: Y (3920, forgot to get x2 flag)

bonus: confirmed

changes: updated bowling ball area with thin walls, added bonus flags to fireball room, removed half of the swivel doors to make it less likely to get stuck


010 PROBING ACTUALITY (BRUSHFIRE)

time: 350

replay: Y (1990)

bonus: confirmed

changes: none


011 AROUND THE CORNER (TRINITY)

time: 800

replay: N

bonus: confirmed

changes: added ice to the chip/bonus pathways


012 HASHTAGS (HUNT)

time: 450

replay: broken towards end

bonus: confirmed

changes: changed placement/value of bonuses; all bonuses are obtainable now


013 GREAT TRAIN ROBBERY (SOUTHPOLE)

time: 999

replay: N

bonus: confirmed

changes: none


014 TELEBLAST (TELEBLOCK)

time: 999

replay: N

bonus: none

changes: removed bonus, made cosmetic fix w/ yellow floors replacing dirt blocks outside rooms


015 FORCE ANXIETY (ELEMENTARY)

time: 450

replay: N

bonus: confirmed

changes: made popup wall / no green key tiles separate to avoid bug, added 2nd 1K bonus at upper right


016 CAREENING (CELLBLOCKED)

time: 600

replay: N

bonus: confirmed

changes: none


017 DEADLY SMILE (NICE DAY)

time: 200

replay: N

bonus: confirmed

changes: updated the hint to be a little bit more specific


018 DUNGEON QUEST (CASTLE MOAT)

time: 999

chips: 15

replay: Y

bonus: confirmed

changes: This is a complete overhaul of my previous design. I think it is MUCH improved. The dungeon monsters are still there, but they are separated by many dirt blocks. All rovers carry hooks so the blocks are constantly shifting. There are four `auto-turrets’ which the player can strategically start and stop. Finally, a double yellow teleport system keeps you in communication with the castle, so reloading isn’t as annoying. You could probably also play the level using the yellow teleports to drown the monsters in the moat, as an alternate strategy.


019 ROVER SWAPPER (DIGGER)

time: 500

chips: 1

replay: N (actions all seem right but it doesn’t work for some reason)

bonus: none

changes: removed the bonus


020 MISBEHAVIOR (TOSSED SALAD)

time: 400

chips: 0

replay: N

bonus: unconfirmed

changes: significantly enhanced the secret area


021 INTERNET FREEZE (ICEBERG)

time: 400

chips: 140

replay: Y

bonus: confirmed

changes: upped time limit to 400


022 EVER PASSING MOMENT (FORCED ENTRY)

time: 600

chips: 8

replay: Y

bonus: unconfirmed

changes: none


023 REDEMPTION LEVEL (BLOBNET)

time: 0

chips: 0

replay: Y

bonus: Y

changes: none


024 AUTOMATIC MINING MACHINE (OORTO GELD)

time: 999

chips: 42

replay: Y

bonus: confirmed

changes: none


025 CONSTANT COMPANION (BLINK)

time: 700

chips: 23

replay: Y

bonus: confirmed

changes: none


026 PROCESS IMPROVEMENT (CHCHCHIPS)

time: 600

chips: 9

replay: Y

bonus: confirmed

changes: moved exit to make bonuses non-trivial


027 DETECTIVE STORY (GO WITH THE FLOW)

time: 400

chips: 3

replay: Y

bonus: confirmed

changes: none


028 FACES IN THE MIRROR (PING PONG)

time: 500

chips: 0

replay: broken

bonus: confirmed

changes: none


029 TWENTY-FIRST CENTURY ICE MAZE (ARCTICFLOW)

time: 800

chips: 82

replay: Y

bonus: confirmed

comments: Pretty difficult as far as mazes go. I definitely amplified the theme from its predecessor about it being easier to get to a boot than to return with it. There are four maze rooms, but three of them are played differently with the ice boots than without, leading to seven distinct mazes.


030 BUTTON SMASHER (MISHMESH)

time: 600

chips: 36

replay: N

bonus: none

comments: Another difficult maze. It’s exactly the maze from Mishmesh but the buttons are wired such that all toggle floors are acting walls, and all toggle walls are acting floors. I apologize in advance!


031 PRETZEL (KNOT)

time: 150

chips: 46

replay: Y

bonus: none

comments: Railroads and popup walls, nothing too terribly difficult. The biggest challenge is unraveling the knot and ending up near the exit.


032 SWIVEL MAZE (SCAVENGER HUNT)

time: 400

chips: 18

replay: N

bonus: none

comments: I was at a loss for what to do with these walls. Replacing all the SE corners with swivel doors makes it an easy and casual experience.


033 FIGHTING FIRE WITH ICE (ON THE ROCKS)

time: 900

chips: 9

replay: N

bonus: none

comments: Streams of ice blocks pour out of each cloner when the button is pressed. It’s much faster paced than ON THE ROCKS but still requires planning.


034 RELICS OF A LOST AGE (CYPHER)

time: 555

chips: 113

replay: Y

bonus: confirmed

comments: Aiming for casual play here. The walls and floors are CYPHER are inverted, and the level is about ‘excavating’ these relics from a lost age when levels were password protected.


035 STACKS (LEMMINGS)

time: 400

chips: 10

replay: N

bonus: confirmed

comments: Action level with plenty of hiding spaces. There’s just enough chaos outside the stacks to make planning your next move a challenge.


036 SLIDESHOW SIDESHOW (LADDER)

time: 350

chips: 27

replay: N

bonus: confirmed

comments: The two big puzzle rooms (S and E) are the focus of this level.


037 BULLSEYE VILLAGE (SEEING STARS)

time: 400

chips: 37

replay: N

bonus: none

comments: The original level is almost unrecognizable due to the bullseye rings and invisible walls. It’s a simple invisible wall maze with a little bit of dodging.


038 DOUBLE E FINAL (SAMPLER)

time: 600

chips: 0

replay: Y

bonus: confirmed

comments: This logic exam consists of 9 electricity puzzles. Solving each allows you access to the next room. The two blue keys in the starting room allow you to skip up to 2 problems, or can be used for bonuses at the end.


039 WHEN MY GOBBLING DAYS ARE OVER (GLUT)

time: 200

chips: 0

replay: Y

bonus: none

comments: I was always confused by GLUT. It seemed very pointless with the immobile teeth monsters and low chip count. This is my updated vision for what the idea should have been, the trick being to avoid teeth while shedding blue keys and clearing a path to the exit.


040 TANTALIZING BARRIERS (FLOORGASBORG)

time: 600

chips: 1

replay: N

bonus: none

comments: The chips form the effective walls of this level. Pick up one and you won’t be able to exit. I’d rate this as a fairly difficult puzzle.


041 DOWNRIVER PUSH (I.C. YOU)

time: 0

chips: 56

replay: N

bonus: none

comments: My untimed dirt block & water level for the set. Substituting blocks for walls and water for floors wasn’t quite possible, so I added 4 bowling balls to be used creatively. Oh, and I left all the ants and teleports in just because.


042 BEWARE OF SHAPESHIFTER

time: 500

chips: 0

replay: N

bonus: none

comments: This is another level where I build on the original concept. It will keep you on your toes! At each corner you have about a second to identify which will be the safe hiding square after the monster passes through one, two or three transmogrifiers.


043 SYNCHRONOUS MODE BLOCKING (LOCK BLOCK)

time: 700

chips: 0

replay: N

bonus: confirmed

comments: The hook really seems like it should make your life easier than it does.

(044 based on REFRACTION is missing and remains under construction)


045 FOOTRACE THROUGH FIRE SWAMP

time: 600

chips: 41

replay: N

bonus: none

comments: A few different puzzle concepts on the right side form the slow buildup for the footrace on the left.


046 FEARLESS ACROBAT (THREE DOORS)

time: 450

chips: 37

replay: Y

bonus: confirmed

comments: One opening puzzle, and then three dodging concepts. Hidden bonus.


047 DAY TRADER ON ICE (PIER SEVEN)

time: 90

chips: 4

replay: Y

bonus: confirmed

comments: A frenetic itemswapper around a central rink. With careful route planning you can buy yourself enough time for the bonuses.


048 RETURN STRATEGIES (MUGGER SQUARE)

time: 700

chips: 5

replay: N

bonus: none

comments: In each of the four rooms, you need to plan a route back before stepping on the thief.


049 ERRBODY GOT PROBLEMS (PROBLEMS)

time: 300

chips: 18

replay: N

bonus: confirmed

comments: My take on the PROBLEMS concept. Blue keys will be erased by the pink ball onslaught. Grab enough to get through the doors; the six extra will be good for bonuses. In the top room you get to set yourself up for success using the doppelgangers.


050 FAVORABLE DISTRIBUTION (DIGDIRT)

time: 800

chips: 16

replay: N

bonus: none

comments: Blobs are deterministic (you're welcome). Should be plenty of time for this sandboxy level.

051 WALKING ON EGGSHELLS (I SLIDE)

time: 750

chips: 113

replay: N

bonus: confirmed

comments: Each bowling ball buys you a useful split second. There aren’t any spares, so one strike and you’re in the gutter.


061 PAN DIMENSIONAL SLIME RAILWAY (RINK)

time: 500

chips: 1

replay: N

bonus: none

comments: It’s exactly the maze from RINK but looking very different and a lot more fun to play IMO. The colors separate the four ‘dimensions’. I made it more of a key hunt than a thrash-a-thon.
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.
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Joshua Bone's level design feedback thread thingy - by Joshua Bone - 22-Jan-2016, 11:21 PM

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