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OITD Part 3: Riddles in the Dark

PostPosted: January 4th, 2016, 4:38 pm
by Nuclear_Blaze
OITD Part 3: Riddles in the Dark
Mario has finished the second test, but the person who is guiding mario has been up to more mischief lately and has prepared a final test for mario and perhaps a battle with him?

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Review: OITD Part 3: Riddles in the Dark

PostPosted: January 18th, 2016, 12:46 pm
by HickRanger
I just noticed how similarly each of these three parts start.
The first time I played this, I started above the cage, because you put the start too close to it.

The first room has an annoying maze with no clues about which door is correct.
You aren't harmed if you pick incorrectly, but I didn't like this when it was in The Thousand Year Door and I don't like it now.
That's my personal opinion, though.

Almost every room is a maze. Although they follow a pattern, it can be irritating because some doors take you back to previous rooms.
Mazes can be fine, but this is markedly different from your previous two entries in OITD, since this is entirely mazes.

The last room ends with a teaser to see the enemy in his stronghold.

I'd like to ask what the point is of dividing the levels up? The intro part looks the same and there are a lot of tiles only used in previous entries here.
I mean, multipart series(es) are fine, and I'm glad you found something you want to make a series out of, but my computer lags a bit because of the extraneous stuff...

This gets only two stars because the entire thing was mazes, and there also should have been more decoration. Maybe a couple rocks inside or something...
You need variety in your levels - you know that. Maybe put a maze underwater so Mario has to rush. Maybe make Mario do some platforming.
I mean, this level doesn't even have enemies, and even the last room of the level doesn't require any platforming skill...

In short, you get two stars. Add more decoration and variety, and I don't like mazes.

Re: OITD Part 3: Riddles in the Dark

PostPosted: January 18th, 2016, 2:20 pm
by Nuclear_Blaze
Thanks once again for giving me feedback on my levels! :awe:
About the first room, the first room is very important if you want to know which doors to go through and in which order.(notice the statues) and also it doesn't really matter which door you go through in the first room it just places you in a different corresponding spot in the second room.
And also this level was a reference to the original Paper Mario (you know the one on the nintendo 64) not The thousand Year Door.
I know that it can be irritating if you pick incorrectly, but that's just how it goes in the game that I based it off of.
About what the point is of having these levels split up, well my three levels have three shines in them (one red coin shine, one silver star shine, and one regular) what I thought would happen was that if I merged these levels into one big one was that people would go for let's say the silver star shine, get all of the silver stars but get the red coin shine instead of the silver star shine. Now I know that I probably could have prevented them from doing so quite easily I just didn't realize it back then.

Thanks again for stuff, looking forward to having more conversations with you

~Nuclear_Blaze

Re: OITD Part 3: Riddles in the Dark

PostPosted: January 18th, 2016, 3:17 pm
by Karyete
I haven't played these levels yet but I just wanted to point out that you take criticism like a bloody champion.

Re: OITD Part 3: Riddles in the Dark

PostPosted: January 18th, 2016, 7:01 pm
by Nuclear_Blaze
Thanks Karyete, it helps that I don't really think of criticism as people trying to bring you down, but telling you where to improve. :)

Re: OITD Part 3: Riddles in the Dark

PostPosted: January 19th, 2016, 2:18 am
by Supershroom
HickRanger wrote:and I don't like mazes.

Nah, watch out, there are some very good maze levels around, e.g. Doram's Treasure Hunt. (Doram is the master at maze levels anyway)

This one is an odd maze though, like we see many. In the first segments it only relies on bloody trial and error, which only challenge is remembering the doors that lead you forward, but this can get really annoying after a numerous amount of wrong guesses. If doing such a maze at all, better work with solid clues via signs instead of very subtle things like the order of statues. It's possible to execute nicely, but it's hard to test on your own, you can't project your thoughts into someone who doesn't know your maze and has to explore it yet. For this reason we've seen so many mazes which are pure randomness, actually.

It looks like you'll have to fix your level anyway (with the shiny Edit button), because right in the room where the sign says "you've solved the riddle, prepare to battle now", there's a shine already instead of another door or pipe. Therefore all areas right to the starting transition are inaccessible as of now.

Re: OITD Part 3: Riddles in the Dark

PostPosted: January 19th, 2016, 5:16 am
by Nuclear_Blaze
@Supershroom I wasn't intending this to be a maze level, but apparently that's what most people think it is. I was intending this to be a problem solving level. And sorry that the clues are really subtle it's just that I wanted to make this as close to the game I got it from as I could. About that sign your talking about what it says is 'Ha! I knew you would be able to solve my riddle, that's why I chose you as an enemy. As you can see I am not here, you will have to travel to my stronghold to confront me. . . If you dare!'
what I was implying with this is that they would next have to do the level Stronghold of Darkness to do the battle, but oh well.