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What Do You Not Want In The Levels You Play.
- RetroBandit
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What Do You Not Want In The Levels You Play.
Tell me so they won't happen, at least in my future levels.
I'll start with one thing I hate.
When lives are left at three without any extra lives and it is really easy to die and there is no reason why I shouldn't get at least five lives.
I'll start with one thing I hate.
When lives are left at three without any extra lives and it is really easy to die and there is no reason why I shouldn't get at least five lives.
I think I am flying?
- Phantomboy
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I suppose I agree with that in some sense, I feel it is a little silly to have the default allotted lives if it isn't a in mind in the construction of the gameplay of a level.. It is equally as silly to give 99 lives, rather than just infinite-- but that is really nit picky.
Somethings which generally hurt my enjoyment of a level are spamming of enemies, incredibly strong bouncing flowers or pad, with very unclear intended destinations. Also, whilst story is great-- I really really appreciate when level designers break up large blocks of text across multiple info-stickers with something between. It spaces out the monotony of extremely long text.
Somethings which generally hurt my enjoyment of a level are spamming of enemies, incredibly strong bouncing flowers or pad, with very unclear intended destinations. Also, whilst story is great-- I really really appreciate when level designers break up large blocks of text across multiple info-stickers with something between. It spaces out the monotony of extremely long text.
- Baufritz
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Phantomboy wrote: Some things which generally hurt my enjoyment of a level are spamming of enemies, incredibly strong bouncing flowers or pad, with very unclear intended destinations.
This just ruins a level. Every block/prop/enemy you put in your level should have a clear purpose and do what it's intended to do very reliably.
Also, if the environment (including, but not limited to skybox and music) doesn't fit, it doesn't matter how good the gameplay is, it'll always lose to a level that maybe has a little less gameplay, but is designed with an environment that just works.
If it's broken, fix it.
If it isn't broken, I'll soon fix that.
If it isn't broken, I'll soon fix that.
- Baufritz
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- ElectroYoshi
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- papaya
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- Phantomboy
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- matthewbny
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- Baufritz
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- matthewbny
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True, but looks good =/= is good. Gameplay is everything -- there's a bug that allows users to upload levels without Finish Flags, and I've replicated it before (though I'm not sure how to replicate it again, might have to go digging in the bugs subforum). If I see an extremely open world, and no Finish Flag or clear set of directions at the beginning or every now and then, I'm out. There's no reward for finishing a level besides the satisfaction that you did, so why should I continue?Baufritz wrote:I wouldn't go that far, if the level looks good, then I'll play it.
Although poorly designed, I do find some of the spam races fun (where you drag a block, prop, floor, or copy and paste it without any variation from one point to another) and/or give an insanely large amount of powerups, such as running faster and jumping higher, usually through powerups.
Don't you just hate when someone cuts you off in the middle of a sente
- Baufritz
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