No, despite appearances I haven't forgotten this. I've been feeling really guilty for not finding the time to wrap this excercise up, sorry!
Anyway, back to the feedback..
I really like this set, you've really understood the difficulty of the challenges you've used. It's a real steady journey
0 - First Steps1 - Confidence2 - Crime and PunishmentTried to stay away from anything I considered "hard" until the end, and just went for "fun", simple levels. I think I got the curve fairly good.
I did like that checkpoints could be used for an incentive, but didn't really pursue that much.
Yep, the curve on this is pretty great, and the space is quite liberating after some of the other sets we've seen. There was one little difficulty blip in Confidence (the spiked tower 2/3rds through), that was markedly harder than the rest of this level.
I'm not sure whether checkpoints as insentives is a great idea, whilst it certainly wasn't a problem in this set by saying "do this challenge to save" you might risk pissing a player off. Used well though, perhaps it it's a worthwhile tool?
first.. thanks for the feedback on the Sokoban levels.. I was away on the last few days and couldn't do more, so.. moving on.
Level 1Level 2Level 3Level 4edit: @GameRoom, because I'm stupid and forgot to revert it to the original position after changing it to make it easier to test. It's fixed now.
.. and another great set. Definitely a nice and smooth curve, and you also managed to work in a good variety of challenges throughout. I noticed and particularly liked that the difficulty seemed to tone-down for a bit at the start of each new level.
My turn! It's just a simple run-to-the-left kinda thing. One thing I tried to accomplish is to place nearly all of the checkpoints kinda out of the way, though I'm not sure why I did...Also, I like aesthetics, so I tried to make some neato (if somewhat vestigal) spike patterns.
You've got a good mix of challenges here, but the difficulty curve feels very flat. As a standalone level as part of longer game this wouldn't be a problem, but it doesn't really demonstrate the sort of pacing that I wanted this excercise to be about.
I played the no coins versions..
I was all but ready to say something about telling you to ignore the aesthetics, but this set seems very well paced despite it. An enjoyable quick little romp
Very nice. One thing I find with many of the levels people are making here is there is not much sense of space or rhythm; they are just one careful (albeit interesting!) obstacle
after another. That's definitely one type of design, but not what appeals to me.
One obstacle after another is pretty much exactly what I asked for though, so it's no big surprise that's what we've got lots of
I definitely want to take this workshop in more spacious, rythmic and aesthetically pleasing directions soon, but I think it's also important to be able to study a single aspect of design (in this case difficulty) at a time.
Hello, this is my first post!
Welcome! It's great to have you
I have created five levels that increase in difficulty from easy to really really hard
I actually started with four levels but realized that the transition from 3 to 4 was too much, and created a level between them. I found this the most challenging, creating a level that is harder than one but easier than another.
Overall I am happy with how these levels ended up, check them out:
level 1 - Cupcake Landlevel 2 - The Orchardlevel 3 - Bingo Townlevel 4 - The Wastelandslevel 5 - Chuck NorrisThere are a few spikes in difficulty progression, especially for newer players, but I feel its pretty close to what I wanted. This was a great exercise!
Really fantastic work, this is a really well paced and very cleverly layed out set of levels. Whilst there are a few spikes none of them are so large as to be painful, in fact I'd say they're all small enough that they merely add some texture to the ride.. Particularly well noticed on the need of a 4th level, you're definitely right that the gap would have otherwise been too large.
I tried to make mine as tight as possible, and cram the whole curve into one level.
- Level Only.. and you did a good job with it, the curve is as tight as the level. My one criticism would be that the initial ramp up was much faster than that throughtout the rest of a level, which made the first 1/4 feel a little wasted. It's a minor quibble though.
An interesting experiment, for me though the difference in difficulty between the too was a little large. Even without checkpoints the top route felt substantially easier.
Gah, I'm out of time again, and I'm going to be away for the whole weekend too. I'll get back to it, and do another excercise etc. sooooon I promise!