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The Black Hole: Part 2

PostPosted: December 23rd, 2014, 2:20 am
by Coinshower
Image
Here's the part 2 I actually put effort into!

Code: Select all
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Since this is part 2, and I can't make a series without 3 levels, I will make an ending sometime after Christmas.

Re: The Black Hole: Part 2

PostPosted: December 23rd, 2014, 11:31 am
by l.m
I must admit this wasn't boring at all, unlike the first chapter. However, putting random stuff around the level is not a good concept, and the level just get ugly and boring. I know it was part of the story, but you could do something different, having good graphics while following the storyline plainly.

Gotta give you points for the Stairway to Heaven reference, but it wasn't a big thing.

2/5 this time. It's bad, but hey, you're getting better.

You might want to take a look at some professional levels. They give you inspiration to make something new and interesting.

Re: The Black Hole: Part 2

PostPosted: December 23rd, 2014, 2:40 pm
by callejon533
mmmh its a bit bored in the next part you need to put more effort and creativity because you just put random staff but ill put you 3 starts because its better than the prologue

Re: The Black Hole: Part 2

PostPosted: December 24th, 2014, 12:47 am
by Coinshower
Thanks for the confidence boost.

But seriously, I'm not cut out for this kinda stuff. So I'm resorting to the next best thing. Better stuff.

Re: The Black Hole: Part 2

PostPosted: December 24th, 2014, 3:00 am
by callejon533
I think you can do better next time make it interesting.

Also i like the image you put in the topic, that can make people play this level.

Re: The Black Hole: Part 2

PostPosted: December 25th, 2014, 12:14 am
by TheExcavator
My thoughts on this:

Compliments and Criticisms Here: show
The level executes the atmosphere presented by a sign at the start fairly well. The level is indeed a bunch of junk, and the player is expected to platform through this junk to the goal. The level is very linear and offers a very clear straightfoward path so the player never feels lost.

However the level feels kinda dull and lifeless. All the platforms are static and very generous in size. There is no challenge fair or unfair posed to the player. I would reccomend using smaller platforms/moving platforms to try to force more precise platforming as a challenge to the player.

One of the hazards in the level is a series of 3 thwomps over metal platforms. This hazard is easily bypassed, however, due to the player being able to easily jump on top of the twomps and just go right over it. Designing the level so that the player has to go under the thwomps and quickly go through the platforming would be a nice improvement that adds variation to the otherwise static platforming.

Also you don't need to bash yourself. You are doing some things well and some things not so well. None of us made a masterpiece of gameplay and aesthetic our first few tries. We all slowly improve and learn and never stop improving and learning.

I'll drop you a 2/5. You had an aesthetic you were going for and you executed that aesthetic fairly well. However the gameplay feels fairly dull and could easily be improved by my suggestions.

Good luck on your next level man. I hope to see you improve.