Prado wrote:How is going the first section of my level? Scroll right to show more
I'll start with some graphical issues.
- Cutoff below the first pipe. I recommend just making it solid ground instead of a sizable, easy fix.
- The SMW trees, dare I use this word.. clash. Pretty badly. Furthermore, the shade color is nearly the same as the primary color, so I recommend darkening it a little if you're going to keep them.
(I recommend keeping them anyway, the scenery would be pretty barren otherwise.)
- Speaking of scenery, the level is a bit visually lacking. The slope needs some scenery, the pipe area lacks scenery and tile variation, and the middle of the section is completely flat and barely has any scenery at all. Not good for a forest level.
Now for the gameplay, arguably more important than minor visual complaints!
First, the wall of assumptions:
- If the vines aren't BGOs: A few of the vines seem like they might lead explorative players onto thinking that they'll find something if they climb them. The vine in the middle of the pipes in particular.
- If this isn't one of the first levels: The powerups seem very close together, and the level doesn't seem all that hard to make up for it.
- If the message blocks are just to teach the player stuff: Show, don't tell. Two message blocks in such a close proximity doesn't seem like a good sign, but I don't know what they say anyway.
- Pretty much all of the coins are going to be obtained without the player even trying. Not that bad, but good coin placement is always a neat bonus for a level.
- Why are there munchers at the bottom of a few pits? You can't escape, so all that it does is unnecessarily prolong the death of anyone with a powerup.
- The end of the section looks like it just gets easier at the end, and seems like it's just a game of waiting until a piranha retracts back into its pipe before you can continue.
- As other people have already mentioned, putting piranha plants on the ground is overall a bad idea. Players don't usually see it coming, and if you need to warn the player about the next obstacle in a level you probably(rule of thumb) shouldn't have that obstacle at all.