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Author: Yimmy
Game: HATPC Reborn
Date: Thursday, November 16, 2017 - 4:02 pm

Part of the Series: Yimmy's Non-Generic Alphabet

[?] Karma: 0

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.

level

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7.9 out of 10
Good
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Difficulty Rating: (Log in to rate)
3/5 — Challenging
1 vote

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User Comments (4)
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krotomo
[?] Karma: 0 | Quote - Link
Thursday, November 16 2017, 5:06 pm EST
The Shepherd

Age: 22
Karma: 249
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Location: My chair
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7.9/10
Good
3/5 — Challenging
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
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Thursday, November 16 2017, 5:51 pm EST
Resident Goody two-shoes

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Posts: 1623
Location: Climbing In Your Windows
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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!


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Yaya
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Thursday, November 16 2017, 6:25 pm EST

Age: 27
Karma: 747
Posts: 5367
Location: Ohio (US)
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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
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Monday, November 27 2017, 10:02 pm EST
~*~Soccer~*~

Karma: 450
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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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