Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
You are not logged in.
Pages: 1
Hi,
I made my first real level and would love to have some feedback (critique!!). It's a variation on the "100 minigames" theme, but with some games that aren't mini. It's a very mixed bag of 'tests' for the players to pass.
The level is intended to be tough, but not impossible. A lot of the games (e.g. the first and the hold-space parts) have a trick to them, and are a lot easier than they seem. Several games are original (or at least I haven't seen them on others' levels).
Please, have a play, and if you give up (or just think a puzzle needs changing) please let me know where and why.
----
The stuff below is just as background info and is not necessary for playing the level.
Some background:
I started this level a long time ago, without an art theme. As I got more block packs I've made the areas slightly 'themed', but I'm not focused on the art and nowhere near as good as some level designers. I've focused on the challenge instead of the art.
I just tested it and it takes me just over 15 minutes to finish, including some mistakes and misjumps (but no god mode, even with stupid mistakes). I'm not as pro as some, but I do know the trick to the puzzles with a trick.
Basic idea:
1. A key run. Randomises the key triggers for people further in the level. Has a trick.
2-8. Normal minis.
9. Jump training. Also possible if all keys are constantly triggered, just harder.
10-14. Puzzles where you have to think a bit. I already made puzzle 14 easier because someone struggled so much.
15. Jump training. Also possible if all keys are constantly triggered, just slower.
16-17. Puzzles getting trickier
18-19. Not sure, I think these might need replacing but would like to hear what others find
20. Tricky! I like this bit. Completed in the test run in one run, so hopefully not too hard for others!
21. My take on a 'hold space' game. Has a trick, was really fun to make
22. Easy
23. Fun
24-26. I made these when secret things were new. Now I'm not sure they're fun any more, especially after reading the 'things to avoid' sticky...
27-28 Calm before the storm
29. Patience is key, or you can do it quickly if you spot the trick. In my playthrough I noticed another trick, which made it even easier.
30-31. Final clearing to the end
32. When I first made this it was an automatic roller coaster. Now the physics has changed (??) and it's not automatic any more, but it is beatable.
33. Real code at the end.
I don't know what to call my level either. It seems too harsh for training. They aren't all "mini"games. Things like "ONLY PROS GET CODE" just... don't feel right.
All suggestions are welcome! I don't promise that I'll act on all suggestions, but I'll definitely take things into consideration.
Last edited by Nuthatch (Aug 3 2012 3:54:36 am)
I'm at 30 with you right now and I didn't find the map hard other than 21, which you had to show me how to do.
I played in an empty game, though. The map would obviously be significantly harder if there were a mass of people triggering the keys. I remember passing a few parts thinking I would not stay to complete the map if that were the case (if others were around); it just looked like it'd be frustrating. But frustration seems to be what you're going for
I had fun, anyway.
I'm curious whether people figure out how to do 21 on their own.
I'm also curious how playable the map is with keys being triggered, but I haven't yet had enough people on at the same time to test it. For some reason the 'plays' counter also keeps resetting, which probably doesn't help in the pick-a-level-list.
In the meantime: baconsizzles is the first player to complete the level. Either my level is easy, or he's pro. I'm betting on the second
I reached 5 and quitted.
Do you know why? What are included? Sercet blocks!
Try to avoid secret blocks, box minigames and all kind of unoriginal crap.
Next time, try to create a adventure-map, with art and minigames, that fit in the art.
Offline
Make up your own minigames. If you've seen a minigame from somewhere, don't use it.
Make up your own minigames. If you've seen a minigame from somewhere, don't use it.
As far as I know I only had two (easy) unoriginal minigames. One was early on (flowers, replaced), the other was a simple ladder-type puzzle which I've now made more complicated.
I have based some of my minis on others - but with an added twist or a different objective, never simply a copy. If you see something that's already been (over)used, please let me know and I'll replace that as well.
my computer was lagging on 9 so i left.
overall this looks like a level that i wouldnt play but people who like minigames would.
if you are struggling to get plays you may need to look at this:
http://eeforumify.com/viewtopic.php?id=8996
keep working on this level and it should turn out great
Last edited by Laxboy (Aug 3 2012 6:50:09 am)
I've had a look at that, most of those elements aren't in or are only in once (and even skippable). I have used secret blocks more often than just in 5; puzzles 24-26 are based on them. IMO they're not standard "secret mazes" (which I don't like either, especially secret mazes with tight fits), but if others decry them then I'll replace those too.
I've changed the title to "minigames to code", since everyone calls them minis anyway
Thanks for the feedback so far. I'll set my sights on an adventure map when I'm far enough with this one to be happy
Edit 20 aug: I've made some changes to the map... and just won fire wizard from coin 73. Hope to see some new testers and some more magic for them.
On another note - (registered) players come and go and the 'plays' counter still doesn't go above 21. Am I missing something?
Last edited by Nuthatch (Aug 20 2012 5:28:07 am)
Pages: 1
[ Started around 1739019393.7185 - Generated in 0.046 seconds, 12 queries executed - Memory usage: 1.44 MiB (Peak: 1.55 MiB) ]