Re: Walder [Saturn]
Posted: Mon Jun 18, 2018 9:32 pm
Saturn is out, and the archives are now open to public!
Spoiler: show
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Pictures of my project?
I appreciate the feedback, and I'm glad to hear that you enjoyed the mountains! For now, I updated the level by putting some coins on the billfested pit cliff.Enjl wrote: ↑Sat Jul 14, 2018 11:23 amPretty rad level (Delicate Mountain). Super good pace and some neat setups. I like the decision to make certain NPCs not move/spawn until the event is triggered, and the dragon coins provided a neat extra challenge. Few criticisms:
The block you gotta lower near the start and then ride down should maybe have a coin trail on top to lure players. First time I got there I thought that smartypants me dodged a bullet by not going up there, only to then be dropped into a pit.
I was a bit bummed to find the secret star just lying in the open. Odyssey-like collectibles like that are a bit of an anticlimax if you ask me. Secret star sections are totally room for another little challenge which puts the main gimmick into a different context.
Speaking of gimmicks, I wish pipecannons and the super spike block man were used more. Both were used just once which feels a bit like a throwaway.
Other than that though, pretty rad.
Come on, how was I supposed to know it'll be back there? At least post it with the level to prevent confusion.
Really?
I mean you could have analyzed the thread before delivering the one liner; the comment is a bump for the main thread rather than a showcase itself.TheLoafLord wrote: ↑Sat Jul 21, 2018 8:04 amCome on, how was I supposed to know it'll be back there? At least post it with the level to prevent confusion.
P.S:Really?
I actually noted the cohesiveness of the level during the production, but nonetheless your point is holding firm; the fairy segment could benefit from uniting with the paraboys gimmick in a better way, and the gimmicks themselves could have better presentation and usage.Enjl wrote: ↑Sat Jul 21, 2018 8:07 amI think the level could've benefitted from a stronger focus on the beetle boys. I was kinda hoping for a pipe near the end to drop me on a row of parabeetles which would then carry me across a bottomless pit, with munchers and landmasses intercepting the ride, or there could've been spiked ones which add an extra hazard type to the level, allowing for more platforming combinations. I was a bit surprised to find a checkpoint and surprise fairy segment instead. Interesting choice, but the way it's executed creates a bit of a disconnect between the first and second half. The parabeetles are a bit underrepresented in this part when they could've been used well as obstacles during more vertically oriented sections. The level is good overall, I just feel like it needed an extra step in its progression and a more cohesive structure overall.
Sidenote: I think these wigglers were originally intended to have an angry wiggler on a hidden layer which appears when the happy one is killed? Feels kinda weird bopping them with a single jump.
You could definitely do a lot with Parabettles, but ultimately, as you stated, the main mechanic would eventually get boring. However, you could have sprinkled a bit more of Parabettle gameplay.