Quote:
Originally Posted by SoylentOrange
You're throwing too many gameplay elements into the same space and it's down to dumb luck if the section's solvable.
I mean, your programming switches te controls immediately, not taking into account if you player is in the middle of a jump. If you're halfway through a jump and left suddenly becomes right with no warning, that's not challenging or tricky, it's just cheap and dumb. You should eithe rprogram it so the momentum carries for the remainder of the current input press or else put some kind of warning, like the arrows flashing briefly, to let the player know to be careful. But to change the player's controls with no warning and no way to recover, causing them to just suddenly lose through absolutely no fault of their own, is just poor game design.
There are a few other levels like that, where the mechanics and the goals just don't match up at all, and it crushed the enjoyment of an otherwise interesting game.
(Oh, and just as a bit of personal preference, I'd like it better if the screen didn't fade between every frame of a TF...)
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Was considering adding a warning it's about to flip...
But...
You don't suddenly start moving another direction. If you were hold down left and it flip horizontal you will still go left. The view the flipping, nothing else, you still push the same buttons to get to the same place. Infact if you were able to memorize the level enough to press the buttons off memory then it could be done with your eyes closed.
Can you give examples of other levels with issues? I am trying to improve the game as it's not done, so the clearer the feedback the better.
And the black flashes are to make up for the animations having a few fewer frames then I would have liked. Next time I make a game I will probably be commissioning character graphics and defiantly using screen scrolling.