Originally posted by Idol's CommentsThe biggest problem with this level is the length
Originally posted by MrDeePay's Comments[...] but boy does this level go on for a while.
Aw dang, didn't i learn with BLDC to not make a long level? lol
But yea, having 2 people working on the level (both of us being first timers to working with a partner), we ended up having a lot of ideas and setups to choose from, so in the end we choose to have it in the long side.
Originally posted by Idol's CommentsThis level did not need to show every use for the gimmick, but it did anyways.
Lol, you should've seen the other stuff we were planning to use and ended up cutting for the final version xD
But yea, we were aware the level was on the long side.
Originally posted by MrDeePay's CommentsIt's especially draining when there were a couple of spots in the middle of the level that felt like they were better off (much) later on
Originally posted by Morsel's CommentsThe second section was a little harder than the others.
Yea, the second section was likely the hardest because we focused on making advanced setups of what we had introduced in the first section, while in the third and fourth we introduced a new twist to the gimmick, so we held back a bit on the difficulty.
Also we had pretty much decided we wanted the level to be Hard/Very Hard difficulty from the start (since it's really what both me and Darolac like the most lol). So we were aware that having us work on a level together would probably have some setups turn out pretty evil xD
Originally posted by Idol's CommentThe aesthetics were nice, but I felt it was a bit hard to notice when things were behind the nets, especially when they moved fast (like the Boos). The brown wood blocks also were hard to discern when they were behind nets, and I did die a few times by bonking my head on things I did not see.
That was our biggest concern during the whole design process of this level. I was the main responsible for the aesthetic edits, i tried to experiment a little bit with the nets while drawing the square net, and i noticed it was really hard to find a balance between having the net easy to notice, but also still being able to see what was behind. In the end the vanilla net graphics seem to be on a pretty sweet spot for that, but of course it isn't perfect. We just couldn't find a way to completely avoid this problem.
Originally posted by Morsel's CommentsThere was a level in JUMP (Misc. Monument) that coloured its front and back sprites differently; this one doesn't.
That would've been a great idea actually.
We actually ended up thinking about that, but unfortunately it was too late to be able to change it.
Originally posted by Morsel's CommentsThis was like one of the good levels from the Hack series but extra good. I wouldn't have thought this idea would work so well until I saw it happen.
I gotta say this comment was super nice to read =D
I love the Hack series, so it's really a honor to have our level being compared to one of its levels!