Glyphs in the Sand: Part 2

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Glyphs in the Sand: Part 2

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Rate this Level: This Level was rated 3 times with an average score of 5.00.This Level was rated 3 times with an average score of 5.00.This Level was rated 3 times with an average score of 5.00.This Level was rated 3 times with an average score of 5.00.This Level was rated 3 times with an average score of 5.00.

Postby Tap W » February 21st, 2015, 5:08 pm

Part 2 did NOT take 2 hours to make! It took 1 and a half! It should have been called Glyphs in the Sand: Part 1 and a half. But anyways, hey, Part 2 is here! Now you can somewhat realize why the series is called Glyphs In The Sand! Bonus: Can you collect another 100 coins?
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Sorry I didn't upload this yesterday, I was preoccupied on family things and was playing on the Project64 emulator in my minimal free time. But it's here, so if you wanna play it, enjoy!

EDIT: I shouldn't have been playing "N64", I should've been making this for you guys, because you guys rock. :D

edit: no, i don't have an n64, sadly
Last edited by Tap W on February 22nd, 2015, 12:56 pm, edited 2 times in total.
One day, I'll post a new level.

Oooh, pretty colors.
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Tap W
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Re: Glyphs in the Sand: Part 2

Postby TheExcavator » February 22nd, 2015, 3:49 am

I have rated your level a 5/5 for the following reasons:

Length: This level is long enough to not be too short but short enough to not overstay it's welcome.

Difficulty: This level is difficult without being frustrating. You also seemed to have executed difficulty with Turbo-FLUDD, an item that doesn't get much use in levels and I feel is very easy to screw up as a designer. I did die a lot to the part right after the malfunctioning wing-cap (great humor btw, I did giggle a little on the inside at that) but I am going to put that as my own incompetence and unfamiliarity with turbo-FLUDD and will not fault you for it.

Aesthetic: Everything in this level works. There is no cutoff or any other graphical hiccups that ruin the experience. There isn't anything to complain about in this department.

Other: Your optional coin challenge was a pretty good thing and it's nice to see that you went through the effort to deliberately put in exactly 100 coins. I especially liked that you spawned right beneath a blue coin that is unreachable until you get to the end of the level and backtrack (the backtracking isn't frustrating because with rocket-FLUDD you just bypass all of the platforming challenges and don't have to redo them). My only nitpick is that more than 100 coins are available to collect due to your inclusion of enemies that drop coins. I would suggest that when you do challenges of this sort that you include enemy drops in that.
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Re: Glyphs in the Sand: Part 2

Postby Supershroom » February 22nd, 2015, 6:04 am

Without the enemies, there would be less than 100 coins.

And this level is top notch for the time you've needed for it. I'm very interested to see a longer level from you.
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1 star: (0 - 5.75 in LDC) These levels need a lot of work. They're totally un-elaborated, and/or inherently flawed due to things like cutoff or enemy spam, or they're untested and there are too many bugs gameplay-wise, in short: Many many things went wrong in such a level.

2 stars: (6 - 9.75) These levels are not terrible, but poor. They're too short, lack scenery or they have errors and/or bugs but it's still barely enjoyable. Again, spend more effort and try to do better. (if it's your first level that I rate two stars, it's not bad. There's a long way you can still go)

3 stars: (10 - 12.75) These levels are about mediocre. They may be still a little bit short, the gameplay is fine but not very original and graphics are also solid, but not breath-taking. Try to keep improving!

4 stars: (13 - 15) These levels are nice, but not the best. Effort has been put into them, there can some professionality be seen in gameplay and graphics, they're a nice experience to play, but there are still things you can do to make it even better. Try to go the extra mile!

5 stars: (15.25 - 20) These are really great levels, those which, as said, I would give more than 15 in an LDC. These suffice many high requirements, and it already goes into subtleties if you want to make them better. These levels are successful all around. Bravo.

These are just general principles I try to follow when rating. Sometimes I don't leave a further comment when rating, most times I do, if you have questions about it, feel free to ask further.
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Supershroom
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Re: Glyphs in the Sand: Part 2

Postby TheExcavator » February 22nd, 2015, 6:15 am

Upon recounting there are 102 coins available in the level, 99 of which are from coin items and 3 of which are from enemies.

Tap W explain please I am now confused.
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Re: Glyphs in the Sand: Part 2

Postby Tap W » February 22nd, 2015, 11:48 am

superm63creator wrote:Upon recounting there are 102 coins available in the level, 99 of which are from coin items and 3 of which are from enemies.

Tap W explain please I am now confused.

Oh... your uh.. your right.

Totally Not An Edit: Fixed that. There's now exactly 100 coins in this level.

Supershroom wrote: I'm very interested to see a longer level from you.


That's where I'm in a personal paradox right there. Personally, yes, I would love to make a longer level. But I would need to make it use so little resources that it wouldn't lag out the Level Designer. Heck, Elemental Caverns, although not specifically slow in the designer, ran 12FPS on my system because my computer is super freaking slow. All of yours basically tell mine "You're too slow!".
If I WERE to make a longer level, it would have either one of these:
    1: So few decorations it wouldn't look nice without some masterful tile patchwork
    2: Some really boring platforming and gameplay with minimal enemies
If only, man. If only.
One day, I'll post a new level.

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Re: Glyphs in the Sand: Part 2

Postby ChaosYoshi » February 22nd, 2015, 12:19 pm

Tap W wrote:Heck, Elemental Caverns, although not specifically slow in the designer, ran 12FPS on my system because my computer is super freaking slow.

Still better than my old laptop.

I really enjoy this stage. I do have a couple of problems, however minor ones. First off, while I like how varied your colors are, some of the blocks blend in with background panoramic items, so I sometimes aim for a block that turned out to be part of the background. It didn't happen much, but when it did, it left me a little confused. Second, which is really just a personal thing, is that some of the platforming bits seem a bit too strict. Part of this is because I get a bit of input lag (or no response) with SM63 and sometimes LL at random intervals, which makes these segments more of a pain. There's not much you can do on that part, but there are some limitations you might want to consider when making levels.
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