Mr Briney wrote:The first thing I saw in the level was toxic fog, but I wasn't notified that staying there for a long time could kill the character. Although the "beep" sound could alert the player about what's happening in the level, it wouldn't be enough to notify the player that the fog can kill you unless they see the bar on the left side.
Shouldn't I expect the player to be observant enough to notice something that lights up on the HUD that also usually isn't there? That's also why the first bubble is placed in a location that's unavoidable.
Mr Briney wrote:By the way, the skull looks like more of a jellyfish than a skull.
I disagree. Jellyfish aren't circular; they're a semi-circle with longer tentacles and also wouldn't make sense to be on the meter.
Mr Briney wrote:Maybe add some skull sign near the starting point.
What would a skull sign even do? It would basically have no meaning and could be placed in any level. I originally had signs but they took away from the level. I feel like you can expect at least a little observation from the player.
Mr Briney wrote:The level looks good even the background seems bland.
Also how is the background bland? You didn't even give an example or a suggestion on how to improve it. It's supposed to be a little bit bland since it's a wasteland but there's also a fair distribution of enemies and BGOs. I just don't understand this point.
Mr Briney wrote:The toxic fog effect made the background less bland although it somehow doesn't match with the 2*2 pixel graphics.
You've got to be kidding me. I honestly don't think I've ever seen anyone complain about 1x1 pixels in particle effects.
Mr Briney wrote:The placing of the NPC is good but the number of Upward Snifits should be reduced. Especially the Upward Snifits that is below the cramped part of second section should be removed as its projectile could hit the player before noticing it. I know it's supposed to be hard but it seems you need to dodge all the projectiles while hurrying that could cause the player would be lost if you let them hurry because of panic. You could either add one more bubble, provide more direction signs, or remove some Upward Snifits.
They don't fire on screen and are easily avoided if the player is paying attention. This is intended to be a difficult level so I don't see the problem with creating challenging set-ups that require the player to observe what's around them. It's completely fair since the Snifits are on-screen when they fire and their projectiles don't move very fast.
Mr Briney wrote:The Upward Snifits on the right side seems useless as there is no place where you can stand on the right side, except for Birdo's head.
They're to interfere with the player damaging Birdo.
Mr Briney wrote:Also I didn't still know what the Golden Onion do.
Literally just an SMW collectable star.
Mr Briney wrote:I enjoyed this level a lot even though there are parts that let me panicked. I'm just disappointed that even the level is hard, it's too short to be enjoyed.
It takes me a solid three to four minutes to play the level and it's supposed to be hard. I think that's a pretty reasonable length for a challenging level like this