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Author: atvelonis
Game: Aeon (Demo)
Date: Monday, October 24, 2016 - 10:45 pm

[?] Karma: 0

My first Aeon level. There are only 30-some-odd levels for Aeon at the moment, so I figured it would do to make one myself.

It's a speed level, and I designed many parts of it with very specific timing so it's relatively difficult. I wanted to make something fairly challenging but at the same time not frustratingly so. I tried to cut down on the number of boring traps and for the most part stuck to more complicated, interesting ones.

There are a couple of puzzles too, but it's more about speed traps. A mix of both, sometimes. The level also makes use of a few minor exploits, which is another reason why I wanted to make it in Aeon. Looking forward to everyone's thoughts on it!

User Rating: (Log in to rate)
8 out of 10
2 votes
Difficulty Rating: (Log in to rate)
3.4/5 — Challenging
2 votes

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User Comments (2)
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[?] Karma: 0 | Quote - Link
Tuesday, October 25 2016, 12:57 pm EST
The Shepherd

Age: 23
Karma: 249
Posts: 4066
Gender: Male
Location: My chair
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3.2/5 — Challenging
This review contains spoilers

This level looked like a jumbled mess from the preview, but it's actually quite good. The traps are original and creative. The use of Aeon's mechanics, such as picking up the treasure at the start without falling or hitting an item by crouching down were implemented well. I liked how you use the two dynamite crates in the second part to create a fake solution, and how the actual solution did a good job at re-using areas of that section. The first and last traps had quite a bit of originality; for example, how you had to pick up the treasure before it fell out of the map or how you had to hit the wooden dynamite crate so that it would fly to the right instead of it being hit by the arrow and detonating on the spot.

It had some flaws though. The layout/organization was very messy. There are huge jumbles of arrows throughout the level that are both unnecessarily confusing and obscure the intended path. The top right room in particular has a set of arrows that make it hard to find the safe intended path, not because you can't tell what you are supposed to do but because the mechanics of the trap (arrows) share the same space as the player and within a small time frame. There are also a bunch of spikes everywhere that imo reduce how fun the level is. Just adding a bunch of spikes everywhere to make the level harder is a lazy way to add difficulty.

This is probably one of the better Aeon levels so far due to the originality of the traps.
[?] Karma: 0 | Quote - Link
Tuesday, October 25 2016, 1:57 pm EST
Resident Goody two-shoes

Karma: 72
Posts: 1624
Location: Climbing In Your Windows
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3.5/5 — Challenging
I dislike that you are immediately thrown into the first trap with no time to react, but besides that the first trap is really good. The upper right are is super cool. The upper left area is pretty confusing, and not amazingly interesting. And I haven't beaten the level because of that last drop into the door and aeons stupidity

Honestly a majority of my dislike from this level comes from Aeon not being a super good game, which made it a lot less fun.


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