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Puzzles & Platforms

Archive: 18 posts


Puzzles & Platformsdlbpc
This level is still unfinished, but I still need some feedback and idea on it, so feel free to give either.
I started this level towards the beginning of the summer, hoping to have it done by the end. Unfortunately, I've run out of ideas, inspiration and, for the most part, interest. I thought I'd publish it unfinished to get some feedback on what is done, and possibly some ideas for the end of the level. Feel free to provide either.
http://i53.tinypic.com/ali0lf.jpg http://i54.tinypic.com/2aalfg7.jpg http://i53.tinypic.com/2a6tcfs.jpg http://i55.tinypic.com/2hs23v9.jpg
2010-11-05 00:11:00

Author:
Darth
Posts: 186


Whats your level essentially about? You can always provied some puzzles to make the player go back and forth, that will add some gameplay time. I'm not so creative when it comes to puzzles but you can learn from other sack people work and catch some ideas, but its all about what you are really going for. Something fun, challanging, etc

Stay Creative

Also this falls under the help section your not really showing off any level your asking for help. Just to let you know.
2010-11-05 05:45:00

Author:
Henred
Posts: 123


Also this falls under the help section your not really showing off any level your asking for help. Just to let you know.

Well, It's been published, and it's both feedback/"showing off" and help...

And what's with the triple post?
2010-11-06 02:12:00

Author:
Darth
Posts: 186


I played it and I really enjoyed it. Alot of the puzzles were reused but you recycled your ideas and made the already used puzzle too something a little more expansive. I like the structure of the level, fits in well with the level concept. I really had no complaints its pretty stright forward level, and pretty fun. You spend good time on this and I hope you can come up with more ideas, I cant give you much becuase I'm not that really creative when It comes to puzzles. Maybe make a puzzle, and put a ball inside and get the player to move it with the switches and it could get them into a new area. I dont know if that was clear. Anyway it is a great start. Only problem I have was the backround, could use more feeling.

5/5

F4F Inception 2
2010-11-06 08:32:00

Author:
Henred
Posts: 123


Alright, I've added two more puzzles. I think I'll upload a few a pictures some time today.2010-11-08 21:59:00

Author:
Darth
Posts: 186


Darth,
I was impressed with your level design. Though it looked simple graphically, it certainly was not and I liked that portion of it. As far as the puzzles are concerned, I believed they were a little to simple for my tastes. It would be nice to add a greater sense of difficulty as you travel through it. As the named suggest, I was really hoping for something to twist my mind a little. Other than that little nit pick, I didnt see anything out of place and everything functioned just fine. I rated it four stars and if you implement some puzzles of higher difficulty I certainly will do another play through.

Good Job! Would love to hear your F4F as well, thanks!

John82wa
2010-11-09 03:13:00

Author:
John82wa
Posts: 221


- Need more space of the bottom step.
- Small rectangles on gate wobble a bit when it opens.
- Key looks optional, but isn't.
- Gas hazard is too high, nullifying the point of the 45 degree "second chance" edges of gaps.


Nice visual design. Nice so far. Needs more bubble combos.
I would have also liked some harder puzzles. Perhaps you could make them optional, and if you solve them, you get bonus points.
Also try adding some vertical based puzzles too.
2010-11-09 09:35:00

Author:
midnight_heist
Posts: 2513


- Need more space of the bottom step.

Thanks for your feedback, but I'm not entirely sure what you mean by this.
2010-11-09 18:31:00

Author:
Darth
Posts: 186


I likey...

Pros:
+very nice on eyes (love the design and color scheme)
+the opening and shifting of doors and platforms were for the most part smooth


Cons:
-some of the puzzles seemed a little simple and repetitive
-i believe the 3rd opening of platform after a solved puzzle did not have enough clearence (small blue piece hit and shifted)


Recommendations
*continue you to do what you do, but make sure the difficulty of puzzles progress from simple to difficult
*maybe add a point system


** I will think about a puzzle idea that you may like to add to your masterpiece**
2010-11-09 19:25:00

Author:
sascha_winter
Posts: 163


Thanks for your feedback, but I'm not entirely sure what you mean by this.

Instead of:
long, step, step, step, hazard
It should be:
long, step, step, step, long, hazard

So the player/camera has a buffer zone to react/move in time for the hazard.
An easy edit would be to be corner edit the stairs to the left a little.
2010-11-10 03:28:00

Author:
midnight_heist
Posts: 2513


Sorry about the delay with the F4F. I should be able to get it done today.2010-11-16 18:37:00

Author:
Darth
Posts: 186


I thought it was pretty fun and very easy on the eyes. Will the final level be longer with the puzzles getting progressively harder? That's what I think would make this level great.2010-11-16 19:25:00

Author:
SeanyC-SeanyDo
Posts: 115


I thought it was pretty fun and very easy on the eyes. Will the final level be longer with the puzzles getting progressively harder? That's what I think would make this level great.

Hopefully, but I'm kind of out of ideas for puzzles at the moment. Thanks for your feedback.
2010-11-17 00:50:00

Author:
Darth
Posts: 186


:star::star::star:

This level had simplistic visuals, but that was what you were aiming for. I would however, recommend using cameras with the track player option turned completely off. That really helps increase the puzzling atmosphere you were going for. The puzzles were inventive, but never were really challenging. They were impressive concepts that you came up with, but I never was scratching my head trying to solve one, which is what I should be doing in a puzzle oriented level. The circular sticker on the brick didn't really appeal to me, maybe you could use a different color for that brick and the place it was supposed to go?

Anywho, please F4F my level, If Trees Could Speak.
2010-11-17 00:59:00

Author:
Jaslow
Posts: 775


I'll start off with what I liked. The aesthetics were simple but well executed. I did think that some parts didn't need to be three layers deep. Making something three layers deep can be used as a technique to create a more expansive or empty feel to a level. The empty feel can be used in levels where you are suppose to feel abandoned in an expansive and/or mysterious landscape, but I didn't really think that this level was going for that feel, so I would suggest replacing some of the flat three layer sections with just one layer and maybe adding some sort of background. I really did like the color scheme and geometry of the shapes, though.

Now onto the gameplay. To be blunt, it felt rather shallow and repetitive. It consisted of mainly either, pull box into slot ---> door opens or grab switch ---> door opens. With the occasional, pull switch then pull the switch that just appeared next to you ---> door opens. I could tell you were trying to mix things up a bit, but the difficulty of making a puzzle level is that the puzzles have to be original or very well disguised for them to be satisfying to play. Platforming on the other hand can be repetitive yet still remain fun, as it requires quick reflexes and timing. But repeating the same puzzle creates the problem that the player already knows the answer, which can create a boring experience. This is a fundamental design flaw that many creators run into when making puzzle levels.

Puzzle design is a really tricky thing to do. The way I like to go about it is to start with the most basic of tasks, for example: The player's objective is to take box1 from location a to location b. Now you have a basic puzzle, but it isn't very fun or challenging. So elaborate on that. Maybe add a wall in between the two location that can be opened and closed by a switch, and then have that switch be raised to a height where you need the box to reach the switch. The puzzle now has two functions for the box, making it more complex and challenging. I know the example I've given is quite simple, but the idea I'm trying to convey is that the trick to making puzzles is setting restrictions for the player in the environment.

I really could go into more detail about puzzle design and the psychology of such, but I've said enough as it is. I've meant for this feedback to be constructive, helpful, and perhaps even thought provoking. I hope you don't take offense to anything I've said as I truly am just trying to be helpful.

Could you please F4F my Cumulus Paradox level. It's a semi exploratory level with a few simple puzzle elements. Also if you would like to check out my Into the Castle Depths level, it has a good example of a complex puzzle near the end. (Not asking for feedback on that one, just suggesting it as something for you to look at.)
2010-11-17 01:17:00

Author:
zynax555
Posts: 170


Now onto the gameplay. To be blunt, it felt rather shallow and repetitive. It consisted of mainly either, pull box into slot ---> door opens or grab switch ---> door opens. With the occasional, pull switch then pull the switch that just appeared next to you ---> door opens. I could tell you were trying to mix things up a bit, but the difficulty of making a puzzle level is that the puzzles have to be original or very well disguised for them to be satisfying to play. Platforming on the other hand can be repetitive yet still remain fun, as it requires quick reflexes and timing. But repeating the same puzzle creates the problem that the player already knows the answer, which can create a boring experience. This is a fundamental design flaw that many creators run into when making puzzle levels.

Puzzle design is a really tricky thing to do. The way I like to go about it is to start with the most basic of tasks, for example: The player's objective is to take box1 from location a to location b. Now you have a basic puzzle, but it isn't very fun or challenging. So elaborate on that. Maybe add a wall in between the two location that can be opened and closed by a switch, and then have that switch be raised to a height where you need the box to reach the switch. The puzzle now has two functions for the box, making it more complex and challenging. I know the example I've given is quite simple, but the idea I'm trying to convey is that the trick to making puzzles is setting restrictions for the player in the environment.

Thanks a bunch for your feedback. Just wondering, should I modify the puzzles I have and then make more, or just make more and leave the puzzle part of the current ones as is?
2010-11-17 19:27:00

Author:
Darth
Posts: 186


I would recommend just adding complexity to the existing ones, and then continue with more complexity in the later ones.2010-11-17 20:48:00

Author:
Jaslow
Posts: 775


I think that reworking some of the existing puzzles would be the best choice so the level doesn't get too long. Also, the act of making a puzzle more complex will most likely directly impact the time it takes to complete the level. So essentially that would be lengthening it. I would still keep some of them the same, as to introduce some of the gameplay mechanics, but you probably already knew that.2010-11-18 00:09:00

Author:
zynax555
Posts: 170


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