Page 1 of 3
Annoying Platforming

Posted:
August 10th, 2013, 8:57 am
by CedarBranch
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?
Re: Annoying Platforming

Posted:
August 10th, 2013, 9:13 am
by Asterocrat
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.
Re: Annoying Platforming

Posted:
August 10th, 2013, 10:05 am
by -BY
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.
Re: Annoying Platforming

Posted:
August 10th, 2013, 10:34 am
by ~MP3 Amplifier~
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.
Re: Annoying Platforming

Posted:
August 10th, 2013, 11:04 am
by blue
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...
Re: Annoying Platforming

Posted:
August 10th, 2013, 12:01 pm
by NanTheDark
Play Kaizo Mario, or I Wanna Be The Guy, any of those Platform Hell games. That might give you an idea.

Re: Annoying Platforming

Posted:
August 10th, 2013, 1:15 pm
by Kimonio
~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)
I hate invincible bullet bills. >_>
Re: Annoying Platforming

Posted:
August 12th, 2013, 9:36 am
by Buff_
- 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.
Re: Annoying Platforming

Posted:
August 12th, 2013, 1:41 pm
by GMDragon11
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?

Re: Annoying Platforming

Posted:
August 12th, 2013, 2:28 pm
by CedarBranch
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.