Originally posted by AxemJinx
Yes, the things I'm worried about are on/off blocks, parallel paths, and sprite set overusage (though I'm fuzzy on that last one). We should keep an eye on anything that gets too common.
Jorshamo, I'll try to elaborate later, but I think your level might have dominant strategy issues (i.e. one path being clearly easier than others), and I think the layout is complex without rewarding players for exploration per se.
Jorshamo, I'll try to elaborate later, but I think your level might have dominant strategy issues (i.e. one path being clearly easier than others), and I think the layout is complex without rewarding players for exploration per se.
On/Off Blocks... if I see any more of them in World 9, then I might get concerned, although that level did put them to good use (even though the segment near the end got crazy with all the switches you needed to hit in rapid succession).
Parallel paths tend to work nicely for secret exits in my opinion, as they don't force you to find anything other than the path you just took. They can also serve as a way to differentiate from the rest of your level.
I haven't seen any notable sprite set overusage yet, though common ones like Chucks are used mostly because of the other sprites in the SP3 (note block animation, wooden platforms, etc.), so I guess they don't count.