Played some custom levels from popot, thought i give it a try.
Just completed the first level.
Trying to adapt from the original levels.
Let me know if you like it or not
New member here, working on some levels.
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- Efendi
- Posts: 7
- Joined: December 7th, 2016, 8:29 pm
New member here, working on some levels.
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- LEVELS.DAT
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Re: New member here, working on some levels.
It's a level for players who prefer/require a difficulty similar to the original game.cipriano200 wrote:Let me know if you like it or not
For most forum visitors, including me, this level is too easy.
For me personally, the level has nothing that stands out in a way that makes me want to play more.
At the same time, I've seen plenty of levels that are (way) worse.
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- Efendi
- Posts: 7
- Joined: December 7th, 2016, 8:29 pm
Re: New member here, working on some levels.
I appreciate the review.Norbert wrote:It's a level for players who prefer/require a difficulty similar to the original game.cipriano200 wrote:Let me know if you like it or not
For most forum visitors, including me, this level is too easy.
For me personally, the level has nothing that stands out in a way that makes me want to play more.
At the same time, I've seen plenty of levels that are (way) worse.
I knew somehow people might not like it.
I'm still in the learning process. Good to know.
Re: New member here, working on some levels.
Actually, levels don't need to be hard to be interesting. You can also try making a levelset with some unique design. If you just put door button on the left screen then run back to right screen where door opens, levels become predictable, and more of a chore than an actual fun.
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- Efendi
- Posts: 7
- Joined: December 7th, 2016, 8:29 pm
Re: New member here, working on some levels.
You have a great point. People are tired of going left and than right.Coco wrote:Actually, levels don't need to be hard to be interesting. You can also try making a levelset with some unique design. If you just put door button on the left screen then run back to right screen where door opens, levels become predictable, and more of a chore than an actual fun.
Re: New member here, working on some levels.
Yeah, what Coco says is that levels that make the player think or present the player with unexpected things are interesting.cipriano200 wrote:You have a great point. People are tired of going left and than right.Coco wrote:Actually, levels don't need to be hard to be interesting. You can also try making a levelset with some unique design. If you just put door button on the left screen then run back to right screen where door opens, levels become predictable, and more of a chore than an actual fun.
If a raise button opens a single nearby gate, then this could feel like just a basic chore.
Alternative options are to (semi-)permanently open gates by forcing loose floors to fall on them, to use (the weight of) - dead or alive - guards to keep raise or drop buttons pressed down, to use loose floors to make stuck loose floors fall, to temporarily lure guards onto buttons, open or close multiple gates with one button, and so on.
See also the document about special events.
Some of the easier tricks might also be useful, although overusing tricks is a risk.
Re: New member here, working on some levels.
Hello,
Played your level. Very good design, but try to make it more difficult. Try to make such changes so that the Prince will be compelled to pass through all screens (rooms). The sword should be got by the player by passing through traps. But a good designed level!
Played your level. Very good design, but try to make it more difficult. Try to make such changes so that the Prince will be compelled to pass through all screens (rooms). The sword should be got by the player by passing through traps. But a good designed level!
What if life is a video game and Déjà Vu are just checkpoints?
Re: New member here, working on some levels.
Hello,
Played your level. Very good design, but try to make it more difficult. Try to make such changes so that the Prince will be compelled to pass through all screens (rooms). The sword should be got by the player by passing through traps. But a good designed level!
Played your level. Very good design, but try to make it more difficult. Try to make such changes so that the Prince will be compelled to pass through all screens (rooms). The sword should be got by the player by passing through traps. But a good designed level!
What if life is a video game and Déjà Vu are just checkpoints?
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- Efendi
- Posts: 7
- Joined: December 7th, 2016, 8:29 pm
Re: New member here, working on some levels.
I'm glad you liked it.princeomkar wrote:Hello,
Played your level. Very good design, but try to make it more difficult. Try to make such changes so that the Prince will be compelled to pass through all screens (rooms). The sword should be got by the player by passing through traps. But a good designed level!
I am working on a different version, with better design quality.
Some people prefer difficult, and i wanna do that.
Thank you for your advice @princeomkar.
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- Efendi
- Posts: 7
- Joined: December 7th, 2016, 8:29 pm
Re: New member here, working on some levels.
Working on a different version.Norbert wrote: Yeah, what Coco says is that levels that make the player think or present the player with unexpected things are interesting.
If a raise button opens a single nearby gate, then this could feel like just a basic chore.
Alternative options are to (semi-)permanently open gates by forcing loose floors to fall on them, to use (the weight of) - dead or alive - guards to keep raise or drop buttons pressed down, to use loose floors to make stuck loose floors fall, to temporarily lure guards onto buttons, open or close multiple gates with one button, and so on.
See also the document about special events.
Some of the easier tricks might also be useful, although overusing tricks is a risk.