Learning To Fly by NewPointless
Playtesting Notes by quietmason
- When the widescreen message boxes are closed, there's a
graphical glitch that causes some pixels to flash to black.
- When you mention on/off blocks, the grammar would be better
if you used "on/off" or "on-off" instead of on off (this is
relevant at least in "Yoshi's House" and "Cape Twirling").
- I'm not quite sure that "Float Delay" belongs in Spinfly
in its current form, it's strange coming from a level where
you spinfly into a level where you're just normal jumping,
without P-Speed. Maybe using a spin-only enemy like a spiny
could help improve cohesiveness?
- Keeping P-Speed
- You can damage boost off of the munchers at the end, so
you're not required to keep flight over the munchers
(in case you were trying to force that)
- Doors and Pipes
- The screen entrance after the pipe fly is very awkwardly placed,
if you had another couple of tiles to gain some height it would
be much kinder, I think.
- It's a pretty tight door fly for an introduction to door fly.
Maybe lowering the ceiling above and around the door by one
tile would help make it a little bit easier.
- Lifting Powerups
- The message box wording sounds strange, "the fire power" feels
archaic or something.
- Vines and Nets
- The message box is misleading/incorrect. It says which hand is
up is the direction you'll face, when in reality it's the hand
that's down (i.e. the hand that's more visible)
- Patched Turnaround
- The last sentence of the first message box could be more clear:
"You will end up backwards if you don't hold it long enough."
I would specify which button you mean if you feel the need to
include that sentence.
- The blue on blocks turn into red off outlines? IDK if this is
intentional but it's definitely a quirk.
- The first sentence of the last message box could be more clear:
"While diving, turnaround and dive the other way" would read
better as "While diving, you can turn around, and you'll continue
diving, but in the other direction" or something like that.
- There's no switch check at the end here, even though there are
on/off blocks. If you don't want to check that you hit the switch,
you could potentially change the on/off blocks to coin blocks.
- Item Fly
- When you grab the key, you can avoid the intended key catch by
throwing the key on top of the cement tower, and then grabbing it
after separately getting flight.
- Triple Taps
- The yellow/brown in the FG palette flashes weirdly when the level
loads each time. Also, learned new tech in this level!
- Dive Storage
- (Side note: this is where I got stuck in the cape level of MWKP,
got it done this time!)
- Midair Throwing
- Maybe in the message box for a "pump" reference you could mention
something about the cape movement when you're item flying? Could
be helpful, I think the example about Mario's nose rising is good
but maybe not as helpful here.
- Zero Speed Pumping
- CHEESE: If you can slowdown to a speed of 1 or 2 you can make it
to the top without doing any zero speed pumping.
- Disclaimer: I am a beginner at tongueless Yoshi fly, but there
were multiple attempts when I got all of the inputs and made it
to the end, only to be too low to make it onto the platform. This
was quite frustrating. Is it possible to move the initial ceiling
up one to make it less precise? It can be hard to get up to
speed with the vertical space you have to do so.
My 2 Cents:
This was really fun! I felt like everything (maybe except for my note about (Float Delay) felt like a very natural progression, and the whole game felt like a really good intro to basic cape tech but also to the more advanced topics like dive storage, midair throwing, and tongueless yoshi fly with turnaround.
I truly enjoyed your hack, NewPointless. Just a few touch ups here and there and I think it's ready to go! I don't want to knock your design style, but replacing some of the cement blocks throughout the game might give you a chance to create a more unified aesthetic throughout. GG! 2nd Try in Pogyo's Playground: 1m 35s