R to reset would be nice, as well as E to switch between edit and test mode.
In. Reset only resets player whilst playing not editor whilst editing (otherwise it's too easy to lose your work).
"Play" and "Edit" gives a larger clickable area than "P" and "E".
Done.
For this challenge specifically, a checkpoint tile might be nice.
Added (the thing with a stick on it).
Another fantastic set, a really smooth increase of difficulty throughout. I would say that the challenges of two and three got a bit repetitive, I am sure there are other non "jump x squares increasingly precisely" challenges of appropriate difficulty that could have been included instead. Otherwise I'm having trouble picking holes in them.
Haven't played through all your levels yet, but I really like the beginning of this one. Asking the player to vault the harmless obstacles, then the harmful ones arranged in the same pattern.
I think it's pretty clever is all :S
It's a really good trick, very worthwhile. When using it you do need to be careful that you aren't going to fatigue the player too much though (if you introduce every single mechanic in this way it can tend to drag).
Quite challenging throughout, but it does have a really compelling difficulty curve to it. It's not a flat rise, but ducks up and down a bit whilst it generally pushes harder. Excellent!
It's not something that just applies to you, more of a general note, but I think it's worth mentioning that the low-spiked-ceiling jumps are a bit risky from a level design point of view. Some people (who are otherwise strong gamers) struggle to tap keys for very short periods of time, and these will likely find such areas *highly* frustrating. At very least they ought to be used with considerable moderation.
Here is mine that is way too hard. I will try and do one that ramps better later today, though. I just had fun with this one. It has two paths, which are about the same difficulty, and are both beatable, though I haven't done either in one run. I've beaten them with cheater checkpoints.
Oh god it hurtsOh my.
P.S. I think I've found a bug in the code. On the very top level, the collision doesn't work the same as on normal levels.
Hmm, yes, does look like the behaviour is odd there. I'll have a look into it when I get the chance. In the meantime try not to use the top like that (as a general rule it is bad to have the player off-screen unless you are putting in secrets anyway).
I am wondering: do per-level difficulty curves really work that well if you don't have checkpoints? It forces you to replay over and over again the bits you can do before you can get to the part of the level that's actually killing you.
Sure they do, but the average difficulty might have to be easier than it has been so far this exercise. Checkpoints will help though.
What if instead you put the difficult parts at the start and then made the level get easier as you get further? (The assumption being that previous levels have taught you what you need to know already.)
My level:
Inverse difficulty. It is quite clearly not a good example of level design.
Ow ow ow. I can't even make it out of the start.
Can I suggest that right click be delete the current tile? It'd be a lot easier than selecting the empty one and going over it.
Unfortunately you can't use right-click in Flash but something similar might be click=delete when ctrl is held down.
Use the number key shortcuts, then all the tiles types are immediately under your fingers.
Given it was the very first spike in your set it's quite unpleasantly placed. The difficulty spikes considerably.
Again difficulty spikes a little much at the first spikes.
This element gave the levels a very nice flavour, especially when applied as consistently as you managed throughout. A really very good effort.
Here is
my level.
I wanted to make one before trying everyone else's first. I'll go check out the other creations now. :D
Edit: Wgat, mine is nowhere near difficult as some of you guys have made.
It *is* still pretty brutal though. The progression seems reasonable.
You're all crazy.
This is a reasonable level.
I'd still say it is hard-ish actually, but enjoyable, what curve were you aiming for difficulty wise?
Hahah, the only bits of mine I'd call anywhere near "brutal" were at the end (the last jump, climbing the tower and the last long jump over the spikes are the ones that come to mind).
You could really do with adjusting your view of difficulty a bit then. Bear in mind that typically when designing levels you are making them for other people rather than yourself, and typically those people will be a lot less good at platform games than the average games designer. Particularly it was the difficult low-but-long jump after a previously easy warm up that spiked the difficulty high out of nowhere. Such large increases in difficulty are brutal no matter how difficult the high point is.
You're all crazy.
This is a reasonable level.
Too easy, imho. Beat it first time, and the difficulty curve was fairly haphazard (though I liked the simmer down at the end), but it did look good. Felt like it would be a early/midgame level in a progressive game.
There is genuinely no such thing as too easy imho. Levels don't need to be difficult to be compelling (see kyntt), and this level is a long way from being as easy as it could potentially be.