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Author: Aerizo
Game: Aeon (Demo)
Date: Tuesday, November 1, 2016 - 2:00 pm

Part of the Series: The Catalyst Trilogy

[?] Karma: 0

Description:
This is my third and final level of The Catalyst Trilogy. This level was meant to be more difficult than my previous levels, and contains many speed traps. I hope you enjoy the level!

User Rating: (Log in to rate)
7.4 out of 10
Good
2 votes
Difficulty Rating: (Log in to rate)
3.5/5 — Challenging
2 votes

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User Comments (2)
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atvelonis
[?] Karma: 0 | Quote - Link
Thursday, November 3 2016, 8:29 pm EST
Apocryphal Ruminator

Karma: 152
Posts: 1634
Gender: Male
Location: An antique land
pm | email
7.8/10
Good
3/5 — Challenging
Decent level overall, but with some very annoying issues from the beginning. The use of hitboxes in the first trap is cool, but its difficulty outweighs its novelty. The speed factor is good, and I liked the use of the dynamite at the end of it, but the spikes made it difficult in an unfun way. The same can be said for the next two traps: they're interesting enough but the spikes detract somewhat from the actual traps. There are more interesting ways to make a level difficult than using a ton of spikes.

I understand that my criticism is kind of hypocritical, as my first level suffered from a similar overuse of spikes, but I still thought it was important to point it out. I appreciate that you put most of the traps in the beginning though, so that I don't have to go through the entire level only to die from something silly. I was going to say that the trap on the center right was cheatable, but I realized that you had placed the treasure over an open space in the map to prevent people from playing it incorrectly, so good job on that.

The trap with the iron crate is pretty creative (assuming I did it right: you have to make the arrow hit the steel crate, then hop on the corner of the block and onto the platform, instead of jumping from the iron crate to the platform). Again though, the spike section after that is more difficult to actually do than the trap itself. I thought that the final section was pretty neat (the combined use of duck-jumping and speed was well done in my opinion). Overall not bad, but it has a few too many spikes.


jellsprout said:
As a kid I always thought tennisballs looked delicious and I liked biting them. I still remember the feel of the fuzz on my teeth and tongue.
krotomo
[?] Karma: 0 | Quote - Link
Thursday, November 3 2016, 9:48 pm EST
The Shepherd

Age: 20
Karma: 249
Posts: 4066
Gender: Male
Location: My chair
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7/10
Good
4/5 — Hard
What's the point of having traps if navigating the map is the hardest part? Seriously, this level needs less spikes. The traps were often creative, but the difficulty of the spike jumps took the emphasis away from the traps and onto the spikes. If three jumps are harder than every other trap combined (which imo they are), then there's some serious work to be done in terms of balancing the difficulty of the level. Like atvelonis said, that iron crate trap was good, and the earlier traps were pretty well timed and fun. Have more traps and fewer spike jumps and you'll have a much better level. If you want the level to be hard, make the traps the hard part. Spikes are just a lazy way of adding difficulty without adding substance.

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