Bananasauros v1.2 and DX level critique
Since you're getting rid of the "windows," (since you can have points on that brick background tile now,) you should definitely consider some kind of detail tile to help spruce things up. Either some cracked/broken tiles, some windows, some hieroglyphs, whatever you want to do--but lemm's point is entirely valid; it's kind of boring/monotonous as it is!
Speaking of which: if you're going to eliminate the "windows," why keep the three at the very top by the entrance?
I almost like the original spike tiles, with the black background, better. Maybe mix the two, so the background fades to black near the spikes? It would definitely help them stand out more.
I like the scarabs you've got hiding in the sand on the new version. :)
Speaking of which: if you're going to eliminate the "windows," why keep the three at the very top by the entrance?
I almost like the original spike tiles, with the black background, better. Maybe mix the two, so the background fades to black near the spikes? It would definitely help them stand out more.
I like the scarabs you've got hiding in the sand on the new version. :)
I can kind of understand this, since that part of the pyramid is above ground, and the rest is underground.XkyRauh wrote:Speaking of which: if you're going to eliminate the "windows," why keep the three at the very top by the entrance?
However, if that's the case, then shouldn't the two areas to the right have darker background tiles, instead of sky?
I agree on breaking up the monotony. How about some blue and purple objects mixed in? There's quite a lot of yellow and brown.
- VikingBoyBilly
- Posts: 54
- Joined: Tue Aug 10, 2010 10:57 pm
I like the platforms as they are, but I'm completely boggled by the point placement. There's no shape, no uniformity, no GLUE to the whole thing. Give us some arcs, give us some shapes, give us some varied height, please!
I like the right half of the level a bit more, because it looks as if you can opt to take the lower dinosaur's back path, or the backtracking plant-top path. The end of the level definitely abandons this, and that's okay, but you need to set us up for it a bit more, either by having the two paths diverge more markedly (get rid of the green dino farthest left) or by making the level a little (not much) taller and asking the player to do a bit more climbing before the cinematic leap down to the exit.
It's a fine example of a side level--the equivalent of the Keen1 domes. :)
I like the right half of the level a bit more, because it looks as if you can opt to take the lower dinosaur's back path, or the backtracking plant-top path. The end of the level definitely abandons this, and that's okay, but you need to set us up for it a bit more, either by having the two paths diverge more markedly (get rid of the green dino farthest left) or by making the level a little (not much) taller and asking the player to do a bit more climbing before the cinematic leap down to the exit.
It's a fine example of a side level--the equivalent of the Keen1 domes. :)
- VikingBoyBilly
- Posts: 54
- Joined: Tue Aug 10, 2010 10:57 pm
- VikingBoyBilly
- Posts: 54
- Joined: Tue Aug 10, 2010 10:57 pm
- VikingBoyBilly
- Posts: 54
- Joined: Tue Aug 10, 2010 10:57 pm
- VikingBoyBilly
- Posts: 54
- Joined: Tue Aug 10, 2010 10:57 pm
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 with the blocky edges, but I can't help feeling concerned about their potential over-use. Don't be afraid to stick a few block edges in here and there, to maintain variety!!
The rounded cave tiles definitely help give a sense of flow to the levels that wasn't present with the blocky edges, but I can't help feeling concerned about their potential over-use. Don't be afraid to stick a few block edges in here and there, to maintain variety!!