Thanks for the feedback. I'm trying to make this level as good as possible design wise, so I'll listen to practically anything said here that's usable advice.
Originally posted by S.N.N.It is a little on the slow side (in the puzzle area at least), but that is to be expected. Saturating the place with enemies would likely make pushing the blocks a total nightmare.
Well, I dearly have been hoping I can get a new crate that travels faster and smoothly. HuFulngDu did kindly let me borrow one that did just that, but it lacked interaction with walls so I couldn't use it.
Originally posted by S.N.N.1. It doesn't seem like you included any SMWC coins yet. I would advise putting one in the puzzle area somewhere (hopefully you read the stickied "Want to design a level?" thread, since it covers these). It shouldn't be too hard to add in your current atmosphere.
They're going to all be on the other path, unless I change my mind for whatever reason.
Originally posted by S.N.N.2. Remember that your castle actually leads to both world 5 AND 6 (two exits). You should have a second, distinguished path somewhere in the castle. If you were going to implement this already, then feel free to disregard my message.
Yes, it's probably going to intersect right in the beginning. I'm not sure if Lightvayne is still doing the other path like I promised him though, he did claim another level. If he doesn't, I do have some alright ideas for it (a segment where Mario travels left under the pyramid with Ersanio's spotlight).
Originally posted by AxemJinxThis is inexcusable, even if intended. There's no way players will know what hit them until they progress forward, and most players are not going to progress forward until they decide whether or not to press the switch. This reduces the area to trial and error punishable by death, something we really don't want in this game. Yes, pressuring players to think carefully by penalizing incorrect manipulation of the puzzle is ok, but players should also be able to reasonably understand what the potential pitfalls are, which is something this particular setup does NOT do. Besides, I question whether the penalty should be death in any case.
Easy fix; thanks S.N.N. and Axem.
Originally posted by AxemJinxI think the problem I have with your level is that it's too repetitive. Every setup seems to be compartmentalized by thwomp + spike jumps. Seriously, take a look at it in Lunar Magic- every other obstacle is a thwomp surrounded by some grouping of spikes, in both 1A1 and 1A3.
Hmm... Alright, I'll try my best to vary the environments, most likely by removing some spikes, moving around thwomps, those kind of things. I'll mostly focus 1A3, though, because 1A1 is practically impossible because of the mechanic.
Originally posted by AxemJinxAlso, the moving block puzzles don't have a sense of progression or increasing complexity to them, unless you count the fact that I waited longer and longer for the sand to move up and down with each subsequent setup. Waiting longer =/= more complex, and all of the "puzzles" in 1A1 seem pretty straightforward: (1) I see a switch and press it -> (2) I see a block and move it to the right -> (3) The ledge is still too high so I press the switch again -> continue.
I completely redid the third puzzle, making it more complex and not blatantly obvious, but it is still pretty simple when it boils down to things. The first I can't even call a puzzle, it's really just a small introduction to the sand mechanics and how the blocks float. As for the second, I'm going to change it up a bit to not make it so obvious. When I'm done with that I'll upload another IPS.
Originally posted by AxemJinxI think you're also limiting yourself by only using the bottom half of the screen, but I understand that might be a necessity based on the mechanics you're using?
Yeah, I'd have to be an ASM wizard to get the top half of the level remotely usable, so that's out of the question sadly.
Originally posted by AxemJinxI will say that the sense of atmosphere is fantastic.
Ah, thank you, glad to know I did something right.
Originally posted by AxemJinx1, right: This is one of the trickier jumps in the level, and it's right at the beginning. What if you saved jumps of this difficulty for a bit later?
Fixed. Removed the spikes above your head on that jump after the block.
Originally posted by AxemJinx2: This movable block comes to a rest right on the edge of the platform, making it annoying to push it into the sand without falling in yourself. Mind you, this is the first block players have to move. Shouldn't you shift its position a bit so it falls in cleanly from constant pushing?
Well, shifting it's position around doesn't necessarily result in a clean fall 100% of the time, but it does help for the most part.
Originally posted by AxemJinx5, right: So, when the sand is receding, blocks still interact with the bridge tiles, but Mario doesn't? Isn't that a bit inconsistent? (Or is this the glitch you're talking about?)
I see what you mean by inconsistent, but I don't think I should have it any other way. Trust me, it is much buggier and odd looking with Mario sinking in the sand only to suddenly be saved by the blocks. Falling in the sand should always result in death, not sometimes, and that's why it should be avoided.
Originally posted by AxemJinx1, center: All this involves is waiting for the cat mummy to cross completely, which slows down the pacing of the level even more.
Took the cat out entirely.
Thanks guys, look forward to more comments from the both of you.