Search found 1080 matches
- Sat Aug 13, 2011 2:24 pm
- Forum: Theory
- Topic: DISCUSSION: Keen 6 level design.
- Replies: 93
- Views: 174928
Claustrophobia, mostly. The level background gives us the impression that we are in a canyon with water at the bottom of it, and that is reinforced because of the map screen showing us a canyon with water rushing through it. When the player first enters the level, a waterfall is immediately visible,...
- Thu Aug 11, 2011 8:46 am
- Forum: The Mods
- Topic: Ally's Mod IV (A V2 Mod!)
- Replies: 4
- Views: 15633
- Thu Aug 11, 2011 8:44 am
- Forum: Theory
- Topic: DISCUSSION: Keen 6 level design.
- Replies: 93
- Views: 174928
- Wed Aug 10, 2011 10:01 am
- Forum: Theory
- Topic: DISCUSSION: Keen 1 level design
- Replies: 48
- Views: 80589
Agreed. I wouldn't add points to this (or any other) Dome level, because like Ceilick said, there's a whole archetype to Dome levels. They're barren, sterile, empty... creepy, even. The best parallel I could give would be the Chozo statue rooms in Metroid games. :) Make the jump over the flames one ...
- Sun Jul 24, 2011 9:51 am
- Forum: Theory
- Topic: Progression Theory
- Replies: 6
- Views: 19464
Wow, your zones are much, much smaller than the ones I'd imagined. :) Interesting! The more I look at it, the more I agree with it, and the more the following becomes apparent: Based on your subdivisions, I'd observe that Zone 4 is a hugely confusing mess and should be re-thought. Notice how every o...
- Wed Jul 20, 2011 9:44 pm
- Forum: Theory
- Topic: DISCUSSION: Keen 1 level design
- Replies: 48
- Views: 80589
- Mon Jul 18, 2011 9:21 pm
- Forum: Theory
- Topic: Progression Theory
- Replies: 6
- Views: 19464
- Mon Jul 18, 2011 8:48 pm
- Forum: Theory
- Topic: DISCUSSION: Keen 1 level design
- Replies: 48
- Views: 80589
Aside from adding a few detail tiles, I don't think I'd change much here. Maybe swap some of the lollipops out for different point items here and there. I appreciate the minimalistic/exploration-based gameplay. The concern was raised that it was a bit boring after doing it so many times, and while t...
- Mon Jun 13, 2011 7:15 am
- Forum: Theory
- Topic: Bananasauros v1.2 and DX level critique
- Replies: 38
- Views: 70959
Keen can pogo 6 tiles high by default. You'd have to make the cliff only 7 tiles tall to prevent a player from shortcutting the level--which means you only have to extend the level seven tiles downward. From there, just fill in the bases of the stalks, add a small hill in the middle-ish area, and th...
- Sat Jun 11, 2011 6:56 pm
- Forum: Theory
- Topic: Bananasauros v1.2 and DX level critique
- Replies: 38
- Views: 70959
First of all, I really like that you have multiple cloud tiles to work with. Nice job. :) Second, I like the way you've emphasized the sky-based gameplay here. The stalks standing up out of the bottomless ether of the level are nice. But I'd like to see the bottom of the level defined a bit more--ei...
- Thu May 26, 2011 4:10 am
- Forum: Theory
- Topic: Bananasauros v1.2 and DX level critique
- Replies: 38
- Views: 70959
- Sat May 21, 2011 9:12 am
- Forum: Theory
- Topic: Bananasauros v1.2 and DX level critique
- Replies: 38
- Views: 70959
I think the concern is mostly about the plain black blocks, which are in stark contrast to the heavily dithered blocks surrounding them. You need some transitions or some other way of fading to black! :) The rounded cave tiles definitely help give a sense of flow to the levels that wasn't present wi...
- Sun Apr 10, 2011 5:03 pm
- Forum: Theory
- Topic: DISCUSSION: Mondochrome Level Design
- Replies: 12
- Views: 25354
- Wed Apr 06, 2011 7:53 pm
- Forum: Theory
- Topic: Galaxy Level Design and Basic Rules
- Replies: 13
- Views: 26209
most of the desert surface levels of DitD have it so that the sky is completely exposed, yet nothing of interest happens in that area, especially in Battle for the Ship, and the Dusty Dunes. Gotcha, and to some extent, I disagree. The use of sky as an open plane is crucial to helping establish an o...
- Tue Apr 05, 2011 1:36 am
- Forum: Theory
- Topic: Galaxy Level Design and Basic Rules
- Replies: 13
- Views: 26209
Re: Galaxy Level Design and Basic Rules
2. Thou shalt never use more than one of each of the four key gem colors in a single level. 2. disagree, what if there's an 'ultimate' challenge level, in the same spirit of PotF. a boss level where you must race around, avoiding a massive evil entity while rapidly placing gems and running away to ...