Sorry I've been a bit absent for the last few days, busy busy bee.
Why don't you guys make use of checkpoints?
Probably because I hadn't implemented them yet
Well, it's certainly hard, but there doesn't seem to be a great deal of pacing here, in fact if anything it gets slowly easier as it goes along.
I made another level subverting the normal difficulty curve: this time if you fail a challenge you may fall down to an area filled with checkpoints. The only way to continue from where you were is to treat these checkpoints as spikes and make your way to the nearest spike (for the purposes of this level, the reset button does not exist).
Damn checkpoints!Not massively happy with it. Perhaps next I will try making a level which actually follows the theme.
An interesting experiment, but yes, it didn't really work out especially well. I am finding these experiments quite interesting from a "why is conventional pacing conventional pacing" point of view though.
Whilst it's sort of clever I really don't like the checkpoint abuse to make the first jump possible. To me that sort of thing comes under the category of "just because you can doesn't mean you should". Subverting player expectations rarely leads to good quality level design.
They do.. It's okay-ish if still a little frustrating now.. It's also revealed that the top route is the easier by some margin, and that the pacing within both paths is possibly a bit flat, the difficulty doesn't change much within.
Nice level, pretty well paced. The repetitive jumps didn't matter pacing wise, because the stakes rise as you get higher.
The perma-death traps and false paths aren't really player friendly. It's certainly exploitation. If you use such tricks in a game your players will hate you (and not in a VVVVVV I hate you but I love you style).
John needs to fix it so when you fall off the edge you die.
I'm doing this workshop stuff in whatever time I can squeeze between my day job, my home projects and my social life. Your tone isn't especially helpfull.
Speaking of which, I'm out of time for now.. Will continue feedback-ing when I get home later..