Lace said:As far as general review goes, I think you need to remember that the player is your friend, not your enemy. You want to entertain them, not frustrate them. That is, having the spikes directly under your entrance, having spiritdudes which hit you with spikes, having a save that kills you (really?) etc. are what I would call bad level design. Along those same lines, you have a lot of trial and error portions, which are similarly weak.
As far as good stuff goes, you have a lot of neat ideas. For one thing, I would like to see more done with the 'sleeping can change stuff' idea. I also really liked the spikesarechasingyouuuu section because it was fun.
So nice job so far, but keep working on it.
404notfound said:There is one glitch when running from the spikes, at one point part of the blocks disappear
to let you through, but there is a delay on them. So you reach the part and the blocks don't disappear until the spikes reach you( is this intended?)
*expects negative comment on my gaming skills*
I fail to see the relationship between these posts. I don't think you guys are talking about the same part.Lace said:Yup. To fix that, he needs to swap instadeath for mapspikes.
Uweh? When did I not do that? I don't recall any spikes starting off as spikes except for the beginning ones, and the ones in the third room at the small maze.Dunc2403 said:That's why I made certain tiles TURN INTO spikes, instead of having them start like that. (That and DT told me to.)
Oh yup yup I din't really read his post thoroughly.LunarSoul said:I fail to see the relationship between these posts.
Lace said:Yep. Make the spikes visible.