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Overuse of Switch Palace blocks and events.

Posted: Mon Aug 22, 2022 1:14 am
by Alucard648
Is this bad level design instance or not? For instance: chasing koopa generators blocked off in boss fights, access to checkpoints in super-long levels, nearly impossible jumps trivalized etc.

Re: Overuse of Switch Palace blocks and events.

Posted: Mon Aug 22, 2022 5:40 am
by ElectriKong
I'd argue that locking checkpoints behind secrets is not good design, but there's nothing wrong with rewarding players with an easier time for finding secrets. I don't like chasing koopa generators though.

Re: Overuse of Switch Palace blocks and events.

Posted: Mon Aug 22, 2022 6:04 am
by Enjl
ElectriKing wrote:
Mon Aug 22, 2022 5:40 am
I'd argue that locking checkpoints behind secrets is not good design
Counterpoint: the level in question could be intended to be a marathon, where a checkpoint is an accessibility feature

Re: Overuse of Switch Palace blocks and events.

Posted: Mon Aug 22, 2022 5:28 pm
by ShadowStarX
ElectriKing wrote:
Mon Aug 22, 2022 5:40 am
I'd argue that locking checkpoints behind secrets is not good design, but there's nothing wrong with rewarding players with an easier time for finding secrets. I don't like chasing koopa generators though.
Different counterpoint: the Checkpoints don't have to be linear either, so you can easily just put a checkpoint at the start of a secret area if the size justifies it.

Re: Overuse of Switch Palace blocks and events.

Posted: Tue Aug 23, 2022 3:38 am
by Enjl
ShadowStarX wrote:
Mon Aug 22, 2022 5:28 pm
ElectriKing wrote:
Mon Aug 22, 2022 5:40 am
I'd argue that locking checkpoints behind secrets is not good design, but there's nothing wrong with rewarding players with an easier time for finding secrets. I don't like chasing koopa generators though.
Different counterpoint: the Checkpoints don't have to be linear either, so you can easily just put a checkpoint at the start of a secret area if the size justifies it.
This misses the point of the message you are replying to. The original point was about locking a conventionally accessible checkpoint (on the main route) behind a secret (optional bonus, like red palace switch). Not about placing a checkpoint in a secret path of a level.