I'll start by addressing some existing comments:
Shifting the cement block one tile to the left or placing a tiny net right next to the venus trap (and in it's line of fire) might help there. It wasn't that tough for me personally, but I understand why some would call it difficult- it does seem like a bit of work for a single venus trap.
Actually, they do consistently immediately shoot one out for me. If you're really concerned about it, though, why not have players walk safely over the first one as it shoots one toward an inaccessible spot below?
The quick and easy fix would be to use those "solid for Mario" blocks in addition to the on/off ones. Keep in mind you can also grab the apringboard before it falls completely, though it's unlikely the first time around.
While I've played most of the Myst series and so remembered the code with ease (;p), I have a feeling that dodging all the obstacles between that area and the computer screen will make it easy to forget. What if you set a flag once players learn the code and then input it automatically once they reach the computer? Just an idea. Also, if for whatever reason players don't get the code the first time around, maybe you should put another pipe by the computer that leads back to that area?
I thought it was fine. In fact, to make players spend more time with that first one without making it a poor introduction, you could put a block or two in midair to stop some bombs from reaching players, make the ground a bit more bumpy, place a wall or two for Mario to jump over, elongate the ground a bit, etc. Actually, this is more of a general piece of advice for introducing them rather than for the first instance alone.
A note on the fighter jets: at first they're pretty intimidating, but once you realize that as soon as you touch a bomb its timer resets, they become pretty easy to deal with. I wonder if, for instance, you should lock the bombs' timers so Mario has to knock them out of the way quickly.
Edit (also see a couple of additions above): I've played your level a few times now, and maybe it's just that I understand the enemies' "weak points" too well, but I keep on walking away feeling it's too easy. For nearly every sprite setup there's a way to slide-jump past it or just plain jump over it. In addition, the bomb timer reset I mentioned makes those albatross reskins pretty easy once discovered, and I feel like that's a setting you should change. I understand you're trying to introduce enemies and achieve a certain atmosphere at the same time, but I also think you could make the setups a bit more "involved" without going overboard, if that makes sense.
I also have some minor comments:
0-1: Even if it's just a couple of mostly harmless enemies, I wonder if putting something here would alleviate this sense of emptiness I'm getting...or maybe it's just the atmosphere you're going for- I'm not sure.
7-9: Rushing through becomes more of an issue at this point, I'm thinking. Would it make things too hard if you put a couple more things in Mario's way here (object, sprite, whatever)?
A, top: I'm not sure how I feel about having to redo a bit if you fall here, but I admit it's a short trek.
B-C, bottom: It's possible to jump on top of the stormclouds in sequence.
F, bottom: I wonder if you should place a single block or two to keep the boo stream in play longer here.
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Originally posted by S.N.N.
Yeah, I had two other testers say that this spot was nasty, and I was pretty sure it was too. I'll tweak it.
Shifting the cement block one tile to the left or placing a tiny net right next to the venus trap (and in it's line of fire) might help there. It wasn't that tough for me personally, but I understand why some would call it difficult- it does seem like a bit of work for a single venus trap.
Originally posted by S.N.N.
See, the way I -tried- to set these up was so that they'd immediately shoot out a bolt when you got close. It doesn't seem to want to work though, which is ultimately really frustrating to me.
Actually, they do consistently immediately shoot one out for me. If you're really concerned about it, though, why not have players walk safely over the first one as it shoots one toward an inaccessible spot below?
Originally posted by S.N.N.
I want to do something about this area in general and make it less .. "sloppy", in my opinion. Haven't decided how I'll do that yet though.
The quick and easy fix would be to use those "solid for Mario" blocks in addition to the on/off ones. Keep in mind you can also grab the apringboard before it falls completely, though it's unlikely the first time around.
Originally posted by S.N.N.
Huh? I didn't think it was overly hard to remember. I guess I could reduce it to two.
While I've played most of the Myst series and so remembered the code with ease (;p), I have a feeling that dodging all the obstacles between that area and the computer screen will make it easy to forget. What if you set a flag once players learn the code and then input it automatically once they reach the computer? Just an idea. Also, if for whatever reason players don't get the code the first time around, maybe you should put another pipe by the computer that leads back to that area?
Originally posted by S.N.N.
I sort of put that part there as an "intro" to the planes. I'm one of those people who feels like gimmicks need to be introduced in a moderately safe way just to show what they can do. However, if others don't like this part, I'm more than willing to make it a bit harder.
I thought it was fine. In fact, to make players spend more time with that first one without making it a poor introduction, you could put a block or two in midair to stop some bombs from reaching players, make the ground a bit more bumpy, place a wall or two for Mario to jump over, elongate the ground a bit, etc. Actually, this is more of a general piece of advice for introducing them rather than for the first instance alone.
A note on the fighter jets: at first they're pretty intimidating, but once you realize that as soon as you touch a bomb its timer resets, they become pretty easy to deal with. I wonder if, for instance, you should lock the bombs' timers so Mario has to knock them out of the way quickly.
Edit (also see a couple of additions above): I've played your level a few times now, and maybe it's just that I understand the enemies' "weak points" too well, but I keep on walking away feeling it's too easy. For nearly every sprite setup there's a way to slide-jump past it or just plain jump over it. In addition, the bomb timer reset I mentioned makes those albatross reskins pretty easy once discovered, and I feel like that's a setting you should change. I understand you're trying to introduce enemies and achieve a certain atmosphere at the same time, but I also think you could make the setups a bit more "involved" without going overboard, if that makes sense.
I also have some minor comments:
0-1: Even if it's just a couple of mostly harmless enemies, I wonder if putting something here would alleviate this sense of emptiness I'm getting...or maybe it's just the atmosphere you're going for- I'm not sure.
7-9: Rushing through becomes more of an issue at this point, I'm thinking. Would it make things too hard if you put a couple more things in Mario's way here (object, sprite, whatever)?
A, top: I'm not sure how I feel about having to redo a bit if you fall here, but I admit it's a short trek.
B-C, bottom: It's possible to jump on top of the stormclouds in sequence.
F, bottom: I wonder if you should place a single block or two to keep the boo stream in play longer here.
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