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Glyphs in the Sand: Part 2

PostPosted: February 21st, 2015, 5:08 pm
by Tap W
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?
Code: Select all
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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

Re: Glyphs in the Sand: Part 2

PostPosted: February 22nd, 2015, 3:49 am
by TheExcavator
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.

Re: Glyphs in the Sand: Part 2

PostPosted: February 22nd, 2015, 6:04 am
by Supershroom
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.

Re: Glyphs in the Sand: Part 2

PostPosted: February 22nd, 2015, 6:15 am
by TheExcavator
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.

Re: Glyphs in the Sand: Part 2

PostPosted: February 22nd, 2015, 11:48 am
by Tap W
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.

Re: Glyphs in the Sand: Part 2

PostPosted: February 22nd, 2015, 12:19 pm
by ChaosYoshi
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.