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DARKLORDKEINOR'S PROFILE

I'm an avid gamer who enjoys Rpgs, fighting games, first person shooters, and platforming games.
Super RMN World
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How do you hand-hold the player?

It depends on the project and game genre. As a general rule of thumb, most levels, regardless of the game genre, should be fairly straightforward. Reward players that like to explore areas with secrets and items they could use. Never put a mandatory item in a secret.

Provide hints to the player for secrets and items. In an RPG, you might have your player in a house. While they're exploring the place, they may see a part of one of the walls that has a slightly different color or tone than the others. This could hint to the player that they should either examine the wall or items in the room.

Subtle differences in the level environment is often all the direction, or "hand-holding", a player needs.

Otherwise, if you're putting together a puzzle, remember this rule: the longer it takes you to explain the mechanics of a puzzle the worse it usually is to play.

The only other thing I can say is that each level should add more concepts or expand on a previous idea. The player will ideally be able to adapt to the change in difficulty and figure out the solution to their problem without relying on the developer bluntly telling them the answer.

The Last King of Hyrule

My college work, job, and life have kept me from contributing more to the event. When Spring Break arrives, I might do one more level and do some edits for the Forest Temple.

Revised Approach

author=nin8halos
I have ideas for RMN 64. Can I have it? Pleaaase?


I hope it's red coins galore!

Castles - Masterpiece Set Review

author=Corfaisus
I think the problem with this game is that it isn't difficult, it's "bullshit" difficult. I'm all for overcoming a game that pushes back, but when it's designed poorly and no longer seems to flow like your standard Mario level does (I defy anyone to try a legitimate speedrun of this game), that's when it becomes aggravating.


I now want to speedrun this; damn it! The computer I'm posting on doesn't have any recording software, so it'll have to wait...after I finish my lp of Nin8halos's SMB3X...which will happen in a couple of months if everything goes as planned.

Castles - Masterpiece Set Review

Sorry to hear you didn't enjoy this game. I gave it a lot of high praise during my LP, but that just goes to show everyone that there are different strokes for different folks.

I can see how some of the early levels are off putting; I had far less trouble with the later levels of the game...barring a few exceptions.

However, as you said in your review, this is not a game you can blitz through if you want to survive the obstacles. In hindsight, we probably should have set up a warning that this game had a high bar of difficulty compared to a lot of the SMBX titles on this site.

Nonetheless, thank you for playing, and I'm sorry to hear your experience with this project was not a positive one. Oh well...you've got cool music to add on your computer at least. :)

The Last King of Hyrule

I haven't updated my temple yet; I'll have time for that towards the end of the event. Anyway, I threw together a Lake Hylia level: Riverside Rumble.

1. It's not really that much of a riverside, but whatever, thematic naming and all that jazz is what I'm going for, not accuracy.
2. It's a short level so I've left out the checkpoint.
3. Dragon Roost 8-bit is the music. I haven't checked all the Lake Hylia levels, so for all I know they're using the same track; so I'm putting this in so the music won't sound like too much of the same.

Anyway, enjoy.

The Last King of Hyrule

author=LockeZ
If you took the SMB2 crystal that's used to end stages (the one that usually gets spit out by Birdo) and put a little bit of stone underneath it, it would look like the crystal switches that are so common in Zelda games.

Or you could make an Iron Knuckle that has to be killed to make the platform start moving.


I might save the Iron Knuckle for the ending of the stage. Uh...I'll probably end up customizing the crystal graphic to use as the switch.

author=LockeZ
The other pits are deadly, and this one doesn't look any different from them, so in my opinion this is kinda BS. (Especially since you can't see the rupee until after you jump down a seemingly deadly pit)


You can see the rupee if you stay on the lower part of the floor. The moment you jump up to where the floor rises, the rupee is no longer visible.

author=LockeZ
What you could do instead is put some kind of switch down in the pit that you wouldn't be able to stab without falling to your death, but that you can hit by tossing a bomb. And hitting that switch could make a platform appear that leads up to the powerups.


I like the idea. I'll have the switch be the same type of crystal used to activate the earlier platform lift. Thanks for the input. I'll put these ideas to good use.

The Last King of Hyrule

author=LockeZ
Some random suggestions:

- The background tiles are really close in color to the foreground tiles. Can you make them darker?


That'd probably be a good idea. I can do that.


author=LockeZ
- I'd make parts of it be partially outside. Grass under the temple floor, and some brief parts where you're actually walking on the grass. Like you have in the first room, except keep that going through the whole temple, or at least a couple of the rooms. Would make it more foresty.


Alright. I'll do that.


author=LockeZ
- Even if there's not a miniboss to kill to reach it, it would be good to have a big chest halfway through that gives you bombs, and then make bomb flowers spawn afterwards.
- You could seriously just use a pair of Iron Knuckles as a miniboss though, exactly like the Fire Temple did. The level is kind of easy without a miniboss.


Hmm...I might include an Iron Knuckle encounter. That could help.

author=LockeZ
- Maybe you could find a way to use bomb flowers in puzzles? I'm not sure if there's a type of tile that can be destroyed by bombs but not swords though. The Mario 2 bombable tiles can be sworded. But bombs can reach farther than swords, so you could use distance (either horizontally or vertically) to require bombs.


You know...that could work. I could require a bomb throw to destroy an item that would allow for a moving platform to activate.

author=LockeZ
- The stabbable lantern is weird.


It serves as the switch that activates the moving platform. I probably should use a different graphic for it, but I don't know what.

author=LockeZ
- Is that door above the spiders actually reachable?


Yes it is. The room with the doors has a pit. You'll notice that there is a rupee in the pit. Jump down there. You'll find two life ups and a door that'll take you up there.

The Last King of Hyrule

Alright, I've updated Forest Trail with the music that LockeZ recommended me and I've submitted the Forest Temple.

Currently, I'm not happy with my temple level. I don't think it is bad, but it's not exactly that great either.

Note: I hope you like green...a lot of green. That's my Forest Temple in a nutshell.

Revised Approach

author=Ratty524
That whole "jumping on enemies" thing shouldn't work, either. Every enemy needs to be immune to Mario's jumps for balancing purposes.

Brilliant idea or what, guys?


Shadow Mario can just shoot the enemies, or run them over on his motorcycle. Silver the hedge-*cough*-I mean Silver Mario can use his psychic abilities to kill things.

Get this...we can add water levels with red coin hunts. It'll be the best game ever.