Walder's Library [Break]

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Enjl
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Re: Walder's Library [Skuld]

Postby Enjl » Sat Jul 21, 2018 9:12 am

TheLoafLord wrote:
Sat Jul 21, 2018 9:07 am
Enjl wrote:
Sat Jul 21, 2018 8:56 am
"why not both? : )"
I was about to say that. It's always fun to introduce a mechanic and then throw in a new one. Just make sure the transition between the mechanics are smooth, if not, players will become overwhelmed.
Really depends on what you're going for. Sometimes you want to see just what the most basic element of an idea is capable of in a level. Mario Maker levels which are basically just goomba chainjumping come to mind.
And if you go too-madman you get too many supplements and get clutter, regardless of how good your transitions are. Mixing a lot of mechanics skillfully and satisfyingly is difficult, and might require more than a single level. I'm looking at you, Celeste, you cheeky bastard.
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TheLoafLord
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Re: Walder's Library [Skuld]

Postby TheLoafLord » Sat Jul 21, 2018 9:15 am

Also, relating back to the introduction of mechanics I spoke about, here are some exclusive photos from the level I'm working on, which I incorporated the safety net: (And no, I didn't add this just for pictures. I actually run off this formula every time, it's a wonderful formula and I always recommend using it.)

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As you can see, at the bottom, the Mushroom Blocks have no spikes below them. Originally I had some, but I realised if the player accidentally dropped one, they can't get it back without injuring themselves. I removed it to give the player a safe environment to experiment with the blocks, and once they're confident, move on.

The next part requires 2 Mushroom Blocks, both of which need each other in order to function. After jumping over a few Sparks, you'll come to the end of the middle corridor (Which has spikes. Punishes failure.) and find the block. Take it back halfway, use it to reach the 2nd Mushroom block, and then convoy them both 1 at a time back to where they need to be. It's a bit pushy, but that's the level design. We're talking about mechanics here.

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Enjl
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Re: Walder's Library [Skuld]

Postby Enjl » Sat Jul 21, 2018 9:18 am

Have you played his levels recent yet? They don't struggle with good introductions imo.
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Walder
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Re: Walder's Library [Skuld]

Postby Walder » Sat Jul 21, 2018 9:21 am

Ack, so that was the issue; I've been attaching the wrong NPC all this time.

I've updated the download link, the Wigglers get super pissed when you stomp them now.

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TheLoafLord
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Re: Walder's Library [Skuld]

Postby TheLoafLord » Sat Jul 21, 2018 8:31 pm

Enjl wrote:
Sat Jul 21, 2018 9:18 am
Have you played his levels recent yet? They don't struggle with good introductions imo.
Oh, I wasn't implying he was bad at it. It was merely a friendly reminder.

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Re: Walder's Library [Macabre]

Postby Walder » Sun Jul 29, 2018 11:47 am

Last edited by Walder on Mon Jul 30, 2018 6:06 am, edited 1 time in total.

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Re: Walder's Library [Macabre]

Postby Enjl » Sun Jul 29, 2018 5:09 pm

Oh gee... this is a bit too busy for my skill level. It's doing 4step pretty well but I can't manage to beat it. I think I just died in the final section because I entered it with the wrong switch state, but getting back there will probably require a couple more lives and I don't have the time right now.
Make sure not to place enemies directly in the jump arc of the player during a timed segment. There's this one eerie which always gets me in the second half. Shortly before a much more forgiving set of 4 eeries.
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Walder
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Re: Walder's Library [Macabre]

Postby Walder » Mon Jul 30, 2018 6:08 am

The graveyard has had a bit of a cleanup, sadly we couldn't get rid of the ghosts, skeletons and the fog though.

Perhaps it's more suitable for feedback now? Heh.
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The Pit is now open to the common folk....

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Re: Walder's Library [Macabre]

Postby Eclipsed » Thu Aug 09, 2018 1:38 pm

Macabre Speedrun
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