Author: Yimmy Game: HATPC Reborn Date: Thursday, November 16, 2017 - 4:02 pm Part of the Series: Yimmy's Non-Generic Alphabet
Description: This level was incredibly fun to make and reminded me why I only make levels with templates.
The climbing trap on the left is probably my favorite trap I've made, if only because it took me around an hour to make it actually work
Important: The wooden crate bounce on the right only works consistently if you are ducking when you bounce. Don't go complaining about how it's luck based (feel free to complain about how leaving it like that is silly though)
I don't think this cave is cheatable but I wouldn't be surprised if it is.
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User Comments (4) | krotomo |
The Shepherd
Age: 22 Karma: 249 Posts: 4066 Gender: Male Location: My chair pm | email
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7.9/10 Good Good cave. The traps were well timed and had a lot of depth to them for such a small cave.
My main gripe with the cave was that the traps were structured so that it was very difficult to figure out what was going on or what you were supposed to do without playing the cave multiple times. I think one key cause of this is the number of arrows used. There were several clusters of multiple arrows facing all different directions. While having an excessive number of arrows may not necessarily change the mechanics of the trap (as in, what the player has to do to make it past the trap and how the trap functions), it does make it significantly harder to tell where the player is supposed to go (specifically when the arrows are put in the same space that Hannah moves in), what the player can and should interact with, and what the arrows themselves do. Elements like this that obscure the mechanics of the trap but do not actually add to their depth are generally not good. Making your traps more simplified by getting rid of some of the excess arrows would make them much more intuitive. I understand partly why you used so many arrows though; because you were following a specific template, your options for trap design were very limited, so I can't blame you too much for this.
Overall, the cave was good, but if you were to make it more organized it would be much better. The mechanics of the traps were actually pretty cool; each one required multiple different actions from the player, such as the boulder pushing section on the right side of the cave, and they were well timed too. | | Yimmy |
Resident Goody two-shoes
Karma: 72 Posts: 1623 Location: Climbing In Your Windows pm | email
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Quote: Elements like this that obscure the mechanics of the trap but do not actually add to their depth are generally not good.
I'd say they'd have a lot less depth if they were impossible
I thought that'd be a problem, but there's little I could do given the template. Maybe I'll make a cave without a template sometime soon.
Thanks for the feedback!
Interguild discord!! People use it!! | | Yaya |
Age: 27 Karma: 747 Posts: 5367 Location: Ohio (US) pm | email
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It's probably bad that in terms of muscle memory, I'm still not used to steel arrow crates being a thing that exists

COMING SOON: A giant meteor. Please.
Give me +karma. Give me +karma. | | soccerboy13542 |
~*~Soccer~*~
Karma: 450 Posts: 4466 Gender: Male Location: 1945 pm | email
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To add on to what Kro was saying, making it one continuous speed trap makes it hard for the player. Adding a few stopping points to study the next trap might help.
Livio said: You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me. | | |
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