cycycychris said:
Entropio said:
I loe this game, although I can see some of its flaws: the battle system can become boring (although I haven't had big problems with it) and I feel that some levels' design is weak (while others are great).
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Any level(s) in particular you can think of that had a weak design. I can't think of any level I thought had a weak design other than green energy factor level. Wasn't a fan of that one. And of course the whole paint star thing.
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I remember the Indigo Underground as a boring level, and some sections with a lot of enemies in other levels can become a bit tedious. Also some levels have some flawed sections: for example, the Golden Colisseum is a great level, one of my favourites, BUT, it shouldn't let you access to the arena until you've find the needed thing card, since it somehow spoils the rest of the level (for example, hering the shy-guys conversation about the boxes or talking with characters that are waiting to the fight to start doesn't make many sense once you've defeated the first "horde" of enemies... I know that it's clearly hinted that you shouldn't access to the arena without "that" card, but I had found a copy before and I thought it was enough... When I quit the fight and continued exploring I felt a disappointed, since I thought I could not access to the spectator's entrance before fighting... Anyway the level was entertaining and have some of the best lines of the game.
Thinking about it, more than a problem with the level design itself I have a problem with how the Thing Cards have an influence in the level design...