Originally posted by GlitchCat7's commentsBlue koopa jump in the first level got sort of cryptically frustrating but ended up being easier than I thought.
Originally posted by LinkdeadX2's commentsI thought you needed to throw the shell into the buckets to jump off of to delay landing on the platform in the first half but the shells kept passing through the ground, So it made things pretty confusing.
Well, i noticed the judges had a lot of problems with this one setup. I didn't imagine it would feel that cryptic, as it was vaguely inspired by one setup in Banzai Mario World that used the same trick of bouncing in the enemy and then grabbing it with the double jump (but with a Goomba instead). But i realize now the extra steps probably made it hard to figure it out blind. (I made the extra steps mainly to get the platforms in place for the next setups).
Also, Linkdead, i remember in your stream you figured out you could stand in the left side of the platform, that wasn't initially intended, but i decided to leave it in to give some extra leeway.
Originally posted by GlitchCat7's commentsSecond section could have done with a box explaining that you get two jumps.
Originally posted by Strizer86's commentsWould have appreciated a message box to tell me about the addition of the 3rd jump, especially since you can make the 1st platform post CP in 2 jumps, but you were obviously forced to figure it out.
Well, this was my silliest mistake xD
I couldn't use Message Boxes because the BG was layer 3, but i should have placed the Timed Lift 1 tile higher to prevent it being reachable with 2 jumps.
Originally posted by White_Moth's commentsThe first half of this level was kind of rough, it felt more precision based than it needed to be. Lots of very tight jumps, and very long sections.
Well, this is where, as Atari2.0 would say, "Creator bias has entered the chat".
I'll tell you, when i was making it, i didn't feel the first half was that much harder than the second, only coming to realize that after watching the streams. I don't know if it's because i playetested the first half way more than the second, or if it was because i knew how to tackle all setups (or both lol).
When i made this level, my intention with it was to make a fun level that i could play and beat consistently without savestates, and in the end i was able to do that. So, since i'm not particularly skilled at kaizo, i thought you guys who played kaizo wouldn't have that many problems with it.
But yea, this was a lesson to be learned, i shouldn't rely only on myself to tell the difficulty of a level i've made.
Originally posted by White_Moth's commentsThe second section gave the player a little more freedom with the third jump, and gave you more space to move around, and nothing felt overly tight.
Yes, the second section was much more open. When i look back at it, this was likely because i had to design the FG around the line guide placements in the first half.
There's also the fact i personally play a lot using spin-jump, especially on kaizo, so i guess i subconsciously designed it with spin-jump in mind (and most of my testing was done using spin-jumps).
Originally posted by Dode's commentsSome of the graphics and sprite interactions were counterintuitive, but the platforming overall was fun.
Originally posted by LinkdeadX2's commentsI'm docking some points here because things passing through the log graphics confused and slowed me down a lot.
Well, this was a side effect of designing with the line guides inside the FG, i had to use Layer 2 for the FG, and made it not interact with sprites because it made the Line Guided Platform disappear.
I did use different graphics for Layer 1 objects and Layer 2 objects, but i realize i should have introudced this change more clearly, this was my fault.
This is a pretty well knwon and commonly used mechanic in VLDCs, but i realize now i shouldn't take for granted the knowledge of mechanics like this when making a level.
Originally posted by Strizer86's commentsDouble jump was a little odd to get used to because if you regrabbed quickly the jump wouldn't come out
Yea, this is just how the Airjump ASM works, having absolutely no ASM knowledge myself, i couldn't change anything about it other than the defines provided. I did try to work around this, making the level playable with mostly full jumps to avoid the need to regrab.