Curmudgeon said: To be honest I died a lot playing your levels as well (though I did finish them). I think we don't always realize how challenging our levels can be, although challenge isn''t necesarilly bad of course .I played the original version of that Cathedral (just read you updated it) and that ruthm level. Especially that rythm level you made was amazing. I even downloaded it which I rarely do! |
Thanks, I downloaded airship armada as well to try again later. It's hard to find a good balance between difficulty and fun. Checkpoints would help a lot. I was thinking about adding conveyers belts along the bottom of an autoscrolling levels with doors that lead you back to a checkpoint. Ofcourse that only works for falling off. Or add a hidden shortcut at the beginning. Once you get to the checkpoint, you see a door there and where it leeds back too. The other at the bottom of a pit near the start. Yet the chance if people finding it by accident is very high.
For my new level I've added a decent amount of shrooms, especially around the second part. And I play tested it in the middle of the night, that's a good way to find bottlenecks :) So this time I lowered the difficulty before launching. The problem is, in most levels a lot depends on knowing what to expect. Which makes it a lot easier for the maker than anyone seeing it for the first time.