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* Don't start with the "Level Room" and "Interactive Level Select" BS, please ... there's MUCH bigger things to focus on, that's not going to bring you any benefits

* Need to revisit the gym level and the metrics, because this is just ALL off by a major factor

* Figure out what is comfortable to do and note this in the Design Site. Make sure to note the distances, arcs, and shapes

* Figure out what is horrible, not fun, and annoying. Note this down as well, as clearly as you can.

* Then READ THE DESIGN SITE before making anything!

* Find your best examples of levels and use those as templates for the others. Stop trying to reinvent the wheel and stop spamming ideas with no design flow (it's obvious in the end results)

* I literally only finished one level (Level 9). There's all the makings and pieces of a fun game here, no more implementation or variable tweaking necessary! At this point, it's all down to using the LD flow properly.

Level 1:

* Weird glitch with the background changing colour?

* Basic idea and the metrics are ALL wrong. Solution figured out but I can't land jumps, character keeps slipping everywhere (and it isn't the 3Cs that are the issue, its the level)

* Get your distances sorted. Revisit your metrics if need be - balance for comfortable landings and smooth jumping.

Level 2:

* Trying to bounce from one trampoline to the other when the trampoline above is in the way feels HORRIBLE

* Clever idea but the solution is a little obscure

* Able to put myself in an unwinnable scenario: DO NOT DO THIS. If you INSIST on allowing this to happen you need a quick reset, but it would be far better to simply NEVER ALLOW THE PLAYER TO DO THIS.

Level 3:

* What's the challenge here?

* Feels MASSIVELY inconsistent with the previous levels, and with the previously developed examples. Consider limits on how many diamonds, but also think about "what does the player have to think about here?". This is a level from a different (less interesting) game

* Metrics are, again, off - landing on trampolines without enough vertical space to stomp, missing diamonds even when stomping precisely ...

* Serious slow-down (diamonds?)

Level 4:

* Metrics WAY off. Pulling back on jumps everywhere.

* Again, none of the path-finding challenge that previous examples gave

Level 5:

* A little more like previous levels, but too many diamonds and not enough of a clear line to run. This game should be more like Tony Hawk's Pro Skater, less like a bonus room in Super Mario Bros.

* More unwinnable scenarios: movable platforms can cover breakables

Level 6:

* Getting closer to the core, this one felt okay.

* Trampoline bouncing was not smooth - little nudges would make it better. WORK. ON. THOSE. METRICS.

Level 7:

* Clever idea, nice and simple (maybe a little too simple, could do with more of a "twist")

* But rendered annoying by the jumping and spacing feeling wrong

* Is it ever going to work, stacking trampolines like that? Make rules for what works and what doesn't. Maybe trampolines should always be staggered?

Level 8:

* If you fall from the first platform, you can't get back up to the button ... this is basic stuff, folks, come on ...

Level 9:

* Praise be thy level designer, I had fun on this one

* Felt like it was just introducing a nice concept, though