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Originally posted by AxemJinxFirst of all, I don't care how late in the game this level's supposed to be: there shouldn't be any slowdown for sections requiring such precise jumps. The barrages also cause some sprite disappearances here and there.
Trying to balance difficulty, sprites causing slowdown and them disappearing can be hard to do but I'll try to fix up those problems. Maybe I've learned to ignore the slowdown but I didn't notice it that much (except a little close to the screen 03/04 boundary). I'll see what I can do to lower slow down. If you point out some of the spots it slows down it might make it easier to remove/fix them.
QuoteSecond, medium scroll is simply too fast for the third section, or at least what I saw of it so far. From my point of view, with the current mechanics, it will devolve into rote memorization unless you use a slow scroll instead. I didn't bother trying to make any progress.
I'll try toning the difficulty down before changing the autoscroll speed. The biggest problem is I know what's coming so it's easier for me (minor map16 errors probably aren't helping), slow autoscroll just seems so slow to me and makes it a yawnfest (I wish there was a speed in-between slow and medium, is there anyway that could actually be done)
QuoteUpdate: The difficulty does seem to even out just a little, but the beginning is ridiculous. I still didn't get that far, though, because I glitched through the switch blocks. That's not the first time that's happened, either, and I'm not just talking about your level...
I'll see if I can tone the difficulty of the first part a bit. The main reason there glitched is because of a minor map16 error, which has been fixed
138
Quote0/1 border: This chainsaw can reappear with the other one on the same line, making it nigh impossible to dodge for first-time players.
that never happened to me before, might just be able to remove one of the chainsaws to fix the problem
Quote2, top: The jump before the koopa bounce is a bit tough, personally.
I usually have my cape at the point, but I agree its a little too hard without one
Quote1, bottom: Either of these lower grinders sometimes disappear.
I'll try to fix that if I can
Quote4: Can't see the next platform, and therefore can't tell when it's safe to drop down. Also, the way the incoming chainsaw is timed might make you wait for the stars to align.
Will fix. As for the chainsaw, I noticed that it's in a bad spot, will definitely be fixed
QuoteI'm not too fond of using a shell jump in such a tight space to access the 3up moon...I feel like few people will ever bother. Or is there another way?
There's another way (need to bounce on shelled-koopa when he's walking normally, only hint I'll give for now)
QuoteImmediately grabbing a mushroom upon level start seems kind of odd to me. Starting (for the midway point) on a platform moving away from the exit pipe felt equally strange, though it might just be me.
Was debating on whether to leave the mushroom there or putting an item block near the beginning. Was the only spot I could put it at the time, will probably rearrange some stuff to make it so you don't start on the moving platform
QuoteOverall, 138 feels more or less fine, but it's hard to tell with the slowdown and disappearances. Also, the section before the exit pipe still seems just a little too sparse spritewise, but again, it might just be me.
Thanks for all the feedback, I'll see how much I can improve the level over the next few days. I'll get a quick fix for the map16 issue up in short bit, everything else will come later. Hopefully I didn't forget anything important from this post.
Update: minor fix v0.1_02
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Red Tales: Part 1:
Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40