Annoying Platforming

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Annoying Platforming

Postby CedarBranch » August 10th, 2013, 8:57 am

Because I'm too patient with levels, I cannot tell when a level becomes frustrating or annoying.
It has been affecting a number of my levels, but I still enjoy them, yet sometimes others don't.

What kinds of things make a level annoying and/or frustrating?
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Re: Annoying Platforming

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Postby Asterocrat » August 10th, 2013, 9:13 am

Having to start over when a level is too long and/or hard.

I also dislike precise jumping a lot (aka having to jump your way through a series of one-tile-long platforms or SMALLER (logs, clouds)). It is overused and annoys me quickly because it's more luck than actual skills.
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Re: Annoying Platforming

Postby -BY » August 10th, 2013, 10:05 am

No forced damage, impossible jumps, cheap placed enemies, useless powerups. The amount of lag/loading time changes the amount of frustration way more than the length of the level imo. But I'm not dying that often in SM63 levels anyway.

Hope that helped a bit.
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Re: Annoying Platforming

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Postby ~MP3 Amplifier~ » August 10th, 2013, 10:34 am

Retracing my steps is annoying if you have to do it through the whole level, like in Weather Works. If you have a section where you need to retrace, that's not so bad. But what is annoying is when you have to go through the whole level again, just backwards.

Also, like Star, I dislike awkward jumps. Triple jumps are bearable if they happen at a minimum, but if it's one triple jump after another etc then it becomes very tedious. I also think that challenges should only continue on for a long time if they are not too difficult to get past, and they are not too repetitive.

So yeah.
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Re: Annoying Platforming

Postby blue » August 10th, 2013, 11:04 am

Finding out the wall is actually a transition (no indication), that Save File Glitch (happened on FLUDDed valley), moments that are by luck, TROLOLOL Death (lava instant death, WTF death, etc), strange compatibility with jumping and collision...
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Re: Annoying Platforming

Postby NanTheDark » August 10th, 2013, 12:01 pm

Play Kaizo Mario, or I Wanna Be The Guy, any of those Platform Hell games. That might give you an idea. :awe:
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Re: Annoying Platforming

Postby Kimonio » August 10th, 2013, 1:15 pm

~MP3 Amplifier~ wrote:Retracing my steps is annoying if you have to do it through the whole level, like in Weather Works. If you have a section where you need to retrace, that's not so bad. But what is annoying is when you have to go through the whole level again, just backwards.

This is why I try to loop my levels with the transition glitch. Makes traveling a snap. (Plus I can stack)
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Re: Annoying Platforming

Postby Buff_ » August 12th, 2013, 9:36 am

  • Backtracking.
  • Silver star/red coins needed throughout the whole level. The system just isn't designed around long 2D levels as it's just a tedious experience to look around a large area for a few you may have missed.
  • Badly placed enemies. There's somewhat of a degree of forgiveness here as placing enemies isn't always entirely accurate, but even then placing enemies on the edge of platforms is not a good idea
  • Signs. Please keep signs to saying something useful for the level, rather than having multiple blocks of text. It ruins the flow.
  • Excessive loading times. You may have a great level here, but if it takes me ages to get to it, or I die during it I'm just going to lose interest.
  • Multi-part levels where it really isn't needed. Give me a single, concise experience with some fun concepts and that'll be way more enjoyable than the 800+tile extravaganza. They just become dull.
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Re: Annoying Platforming

Postby GMDragon11 » August 12th, 2013, 1:41 pm

Buffooner wrote:
  • Signs. Please keep signs to saying something useful for the level, rather than having multiple blocks of text. It ruins the flow.


So when does this have to do with platforming? :o_O:

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Re: Annoying Platforming

Thumbs up x1

Postby CedarBranch » August 12th, 2013, 2:28 pm

Buffooner wrote:
  • Silver star/red coins needed throughout the whole level. The system just isn't designed around long 2D levels as it's just a tedious experience to look around a large area for a few you may have missed.
  • Badly placed enemies. There's somewhat of a degree of forgiveness here as placing enemies isn't always entirely accurate, but even then placing enemies on the edge of platforms is not a good idea.

  • a) How is it tedious? I find it easier to find things in a 2D scape rather than a 3D one, plus I don't see how scavenger hunts are so tedious. Why are they so bad? b) For reference, what would be the largest "good" vicinity range for Red Coins/Silver Stars, without it being annoying?
  • Could you possibly explain what makes an enemy annoying by its placement? I failed to be enlightened.
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