I played through this level, and I thought it was pretty fun and challenging(the first run through, at least). My only major gripe with it was that it was hard to remember which colors of the ground had which properties, so I did a little bit of palette experimenting and came up with this:
Where blue and green is darker, and red is lighter. I found this setup somewhat easier to play with than the current one. Here's the .mwl if you want to use it.
Aesthetics-wise, I think you should have done something with the dirt to make it look more decorated, like using those "deteriorating dirt" tiles like seen in phase 5. It's still only for looks' sake, though, so do what you wish.
My only major gripe with it was that it was hard to remember which colors of the ground had which properties, so I did a little bit of palette experimenting.
Aesthetics-wise, I think you should have done something with the dirt to make it look more decorated, like using those "deteriorating dirt" tiles like seen in phase 5. It's still only for looks' sake, though, so do what you wish.
Aesthetics aren't important for now, but I'll think about them when the level is closer to being complete. I did make the palette changes, though I might want to use a different color in the longrun.
The biggest issue I have with the level is the same as what GN said:
Originally posted by GN
My only major gripe with it was that it was hard to remember which colors of the ground had which properties
Another thing I had a problem with is it can be quite hard to remember what side of the door you're on. Having little rocks (ie: the ones the firebars are spinning around) floating around that you can jump behind/in front of would be nice way to remind the players which side of FG they are in (although being able to tell "which colors of the ground had which properties" easier would probably also help with this problem.
The puzzle itself is challenging but after a few times through it starts to become easier to figure out and isn't too hard to deal with
---------------- Red Tales: [Insert Subtitle here]: Hack is being worked on, will be finished who knows when
Levels Complete: 5/50+
While the extra firebars and pencils help shake things up a bit, I don't think the added munchers are necessarily all that great an idea. I'd definitely recommend removing the very first one, as it's really quite vexingly placed, and moreover at a point in the level where the player's still trying to figure out the gimmick. It would probably be a good idea to allow the player to experiment in comparative peace here at the start (the firebar adds enough of a complicating element at this point), and only start throwing in the trickier requirements for execution later on (e.g. after the first ON/OFF gate), once they can be assumed to have a basic understanding of the door gimmick. The final set of munchers right before the exit isn't really a good idea either, as they're not really possible to see before jumping up there, and thus act as a bit of an ambush-out-of-nowhere.
Also, while the GN palette has a certain appeal, it's worth noting that it can get a little confusing around the pieces of land with the fading-out transition, as some of the hues used there are remarkably similar to the darker style of land. It might thus be better to make at least that version of door-land look a little more distinctive.
Make the ground that is solid when behind be blue, a recesive color(IIRC color theory said something like that...) and the one that is solid when you're infront red.
This is just an idea.
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Good puzzle I should say. At parts I would wonder if I really needed to go through the door, or if I shouldn't. And yeah, it can be a little difficult to remember which ground is for going behind and in front of. There is a piece of dirt down by a on/off switch that I thought was solid and I fell to my death x( Just make the differences more noticeable, that would be great =)
This version goes back to the standard palettes. I feel they're a better touch and the beginning is more forgiving. Hopefully this should have a better blend of challenge and you should be able to figure out when you're behind the background more easily.
Awesome.
Only 2 nitpicks:
-the palettes of the glowing bubles/cristals could use more contrast.
-the border of the ground that shines is white and yellow, you should change the bright yellow to bright blue/green/red...
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The green for the main land is a bit garish, if you ask me. Honestly, I didn't see anything wrong with using the "default" palette for the main terrain in this phase (since it's a nice-looking palette and is unlikely to be used in any of the other phases), but if greener tones are more to your taste for this area, I would recommend something a little less hyper-saturated, and perhaps with a bit more contrast between the outer rim and inner material of the land.
Concerning the other colors, the red and blue make better clear what changes its solidity, and while the blue looks fine, the red definitely needs more distinction between the center and edges of the land formations. This is especially important because the red occurs in walk-through and non-walk-through versions, and it's important that the player be able to tell which is which.
Concerning the difficulty, I think you may have toned it down just a little too much. I though having the firebar at the beginning was fine before (my only beef was with the vexingly-placed muncher), and added a little excitement to the area; just having the Kooper Trooper there doesn't quite have the same effect. And while I can see why you rethought have the semi-blind fatal drop under the red piece straddling screens 3 and 4, I think having at least one section where having the wrong color be non-solid results in one taking damage seems an appropriate use of the gimmick, provided one can clearly see the peril below before attempting to step on the platform.
Also:
I assume you're not meant to be able to go inside this particular part of main land here (Mario can actually even hit the ON/OFF switch without the key this way).
Is this using layer 2?My guess is that no, but had to ask...
Also, adding to what RN said: try disaturating the ground, and the borders brighter, that should make the ground distinguishable...
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Remember, however, that this phase is first and foremost a puzzle: once you know the solution to each step (and said solution is more or less the same in each IPS released), it's necessarily going to become a good deal easier, at least until you forget said solution. And for the casual player, who will only be going through this phase once (unless they decide to play the hack again, which probably won't be for a considerably period of time has passed), this isn't really a huge issue. I do agree it was perhaps made a little too easy again in this version, but generally you don't want the actual execution of a puzzle to be all too difficult--otherwise the actual act of figuring out the solution becomes a chore.
I am going to be gone for a while, so I do not think I will be able to help out with this. So in order, to get the project moving along, please select someone else. The issue is that I have to get rid of this Netbook sometime tomorrow =/ Which I will not be able to help any further, until I get a new laptop. I may get a new laptop next week, or I may get one next month. But I am really hoping to get it this upcoming week for a graduation present =) Well, it has been nice, not much to say since this is not particularly a permanent goodbye haha.
@Camoslash Okay, no problem. Hope you get a new laptop soon.
@TomPhanto That's fine. I don't think you need to make the level too much longer from this point on. Probably 3 or 4 more screens and it'll be good to go.
Actually I just got a new laptop today =D Surprise graduation present haha. But yeah Tom, if you need any help I will join back in. If not, that is alright =)
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