Prerelease Level-Creation Megathread

An upcoming game about Electricity, Magnetism, and Cephalopods
MishaTheMighty
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Re: Prerelease Level-Creation Megathread

Post by MishaTheMighty » Wed Dec 11, 2013 12:34 pm

I'm sure you felt that the level was far more easy before the charges. In fact it was to be harder as there was a bomb-box on the arrow button but I forgot to add it again after testing the first star's path. I've already corrected the mistake by the "edit" option. So... Enjoy the bomb.

I guess it's normal that you stopeed on charges. I thought about the ones on the top edge but I guess you mean the bigger ones (the rectangle, not the row). To tell you the truth, I also had problems. This part seems to require very good timing and some practice. You see, the first time it was easier (the field wasn't changing nor bent to the left) and yet I killed :Sh about five or six times before I passed the challenge. But now, after doing it so many times, it only requires no more than one or two kills.

Keep trying if you're patient enough. I checked every part of it and it seems the level is actually possible (even if dastardly hard) to get through. Good luck! ;)

exfret
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Re: Prerelease Level-Creation Megathread

Post by exfret » Wed Dec 11, 2013 6:20 pm

Misha, your level is too hard. If you keep on posting levels of this difficulty, Mag. Yeti might notice and incorporate them into his lair, and then ~TES~ would never be able to get revenge! I recommend being able to easily pass your own level for it to be the right difficulty. Also, thank you for the feedback about my level, I'm glad you liked it. Welcome to the forums! Here's a new level with a super-secret invisible block:

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"My Level"q3swvwl2dwa02wg1c0wvrxa0wwk3eugwqudvcvfw21tvaup3vvm0x06wp1mvx3eudu6vbx02rusvf3531ufvxwjx511uc3pxqwt2e3gxv2guqxlulu723ucvavrxn093w2hujvbw1usudv82qxl2c3dv21h3v09u83qvax4x5131rw0u92a2f103d1b0k1kv502vr292rv6vj2f3x300e3pwg311b31x20q3015v2xb00w2wd0gxlwtv331xc011u2v20333g2tuw1uw416vkw8vtw8w0xn212dxaue2hxl2uwv1p11xk1226vk2jxcw3v0xd1mukxmwrxc1rwr0mv6u2wmxuun00uq3txb0gx1ux2c2q0n09xe1e0bxp1nvnuu391px71d0d1t381
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exfret
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Re: Prerelease Level-Creation Megathread

Post by exfret » Wed Dec 11, 2013 7:15 pm

A platformer level (or at least the second half):

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"My Level"q3swmuj21wd02wg1c0uxh18uxw62axhus04wc18uf12300q352cv0wcw40pv5vdvvu6w2xu0r2muv3d2e1ewdxwwfwcwn02vh002q1mx6v4uj0nu4uduxwp0u2h3d13u435x0vav70h15xg3nvs063v0q2vwx1qwavv3q0u3r0u0dx20nxswu270m01xx1mv33rxq1mxg2ru0u2vf2awjwm262jv12w0rwq2421wl122xxqwcukwuupv0vvwju4v5x8u1u6vcv0w9u83tvcub3w032d2tvpx1vl120w3u1hx1wqx314173svk0fxhwm33221awlx01wvu2bwawl3txw3vvw1v2wucvn3
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testtubegames
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Re: Prerelease Level-Creation Megathread

Post by testtubegames » Wed Dec 11, 2013 9:11 pm

exfret wrote:Misha, your level is too hard. If you keep on posting levels of this difficulty, Mag. Yeti might notice and incorporate them into his lair...
I think he should! Oh, what a dastardly lair it would become. This is, by the way, part of the fun of user levels. When I make a level for the game, it needs to fit in with the puzzle arc... be the proper difficulty... be easy enough that (nearly) everyone could be expected to beat it. Not so with the levels you guys make! The sky is the limit with difficulty... or even with exploiting neat glitches.

It's been fun taking a look at all of these.

Misha - I made it slightly further in your level. I managed to make it up near all those spikey negative charges in the middle. I'm really impressed you're able to make it through the level! Seems like it might be one that stumps us here, though.

exfret - for the first level you put up, that was a lot of fun. A really challenging level, no doubt, but every time I went through I made it a little further before dying. And I did beat it (yeah!) I would tweak one of the jumps, though, if I were you. On the far left of the screen, when you're jumping up from the two block to the 4 block platforms... that is too tough. It feels like a crapshoot about whether you hit your head or make the jump. I'd suggest fixing that one up. The others jump are nicely tough, but that one is just frustrating and breaks the pace of the level.

The second one -- very clever! I like how you used the bullets and switches together. Even I had that moment... "hey, what's that switch doing in there... I can't get to it!"... and then: "ooooooh, he's using a special secret mechanic." I will say, though, that I'm not a fan of the invisible blocks. There, again, it feels like less of a test of skill than a test of luck. But anyway, cool ideas.

I will say, I'm planning on putting an update up to the game shortly. And it might erase your saved data -- which means snag your level codes if you like 'em. The new version, by the by, should make level editing (and loading) nicer.

MishaTheMighty
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Re: Prerelease Level-Creation Megathread

Post by MishaTheMighty » Thu Dec 12, 2013 3:36 pm

Exfret, I liked your platformer level very much. And I have to disagree about the two-blocks-to-four-blocks jump. For me it's very clever, I had to jump something like two or three times before I managed to get higher. And the first star made me feel nostalgic as it reminded me of the third star in my "Nightmare for Tonight". The second star was also interesting to get (nice trick needs to be used). The third one required some agility and jumping skills. To sum it up... Nice jumping training level, level intermediate (if to get all the stars) I guess.
exfret wrote: I recommend being able to easily pass your own level for it to be the right difficulty.
Well, I guess it's a good recipe for an intermediate level. But hey, it's a nightmare, it can't be even "just hard". Don't worry, I won't even try to make much more levels of this difficulty. ;)

Ok. Based on your comments, I classified my previous level as "extremely hard". And now something "just hard" (I think):

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"Flower"q3sw33t20vw2dv33a210lw1033uw0uwva1cud270bub282j2134392q2du9uh113m16w61l1n3f16u329xh0j382nue02vq1l14v81twq0n2p2b153819x8xs0s0q00280515va35vj051vu8xq201avn2a2k220k25w02awgw2wl27wcwl081cv327003a250dx6vlwj32u1v50l0t2j203u0c2k1506u01lv2uu232ev11n0l0t01u80d032b2s15v70a2kwbu9122904wvwg2c312w3jw328x51t181hum1ju9380avn1j1k0p0jvn1jvkw71j2ax4vc19u3wkvtu52d100qxr0f3kv

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testtubegames
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Re: Prerelease Level-Creation Megathread

Post by testtubegames » Fri Dec 13, 2013 1:31 am

MishaTheMighty wrote:Exfret, I liked your platformer level very much. And I have to disagree about the two-blocks-to-four-blocks jump. For me it's very clever, I had to jump something like two or three times before I managed to get higher.
Ah, now that I'm thinking more about it, I may have missed the point. I think I realize the easier (aka less random) way to get up there now.
MishaTheMighty wrote:Ok. Based on your comments, I classified my previous level as "extremely hard". And now something "just hard" (I think):
Haha, yeah, I'd agree that compared to the other one, this is 'just hard'. I actually managed to complete it! (Eh, without any stars). And I got the stars individually, though the two floating outside the circle of conductors were right on the edge of possible for me. But I couldn't quite make it the whole way with all the stars.

Another cool, creative level. I really enjoy how simple and symmetrical these levels are, while at the same time being dastardly challenging.

MishaTheMighty
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Re: Prerelease Level-Creation Megathread

Post by MishaTheMighty » Fri Dec 13, 2013 12:23 pm

testtubegames wrote:stars [...] were right on the edge of possible for me.
That's why they're stars. ;) I personally think that getting all the stars should be at least a grade more difficult than just getting through the level. So 3-stars intermediate is "a little hard", 3-stars hard is "very hard" etc. But now I wonder how is it with extremely hard ones? Do they turn absolutely extremely hard or something?

By the way, the left star isn't that hard to get, I think. If you stick to the conductor and charge just after getting the star, it should be easy. The top star can be collected easily after switching the flowers. Unluckily, I haven't found any easier way to get the right star than just carefully floating in the negative conductor's field.

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testtubegames
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Re: Prerelease Level-Creation Megathread

Post by testtubegames » Fri Dec 13, 2013 1:09 pm

testtubegames wrote:1. "My Level" -- I really liked how simple this was. And I had been trying to figure out how to incorporate a level like this into my game, in fact. (Different, though similar idea of carving your way through the crates to get higher up. Great minds, great minds.) Though, I was having a dickens of a time doing it in this level - since the controls didn't feel tight enough to do what you needed to do. Very small spaces, very small margins for error.
exfret, you'll notice a couple of the new levels I added in use a fair number of crates. Thanks again for reminding me to utilize those more! (The levels you all are making are great -- fun for me to play, and great for reminding me of mechanics I should be utilizing in different ways)

And, funnily enough, after building one of the crate levels -- and beating it -- I realized I had discovered the secret to beating this level of yours. Just needed some more experience playing around with the crates, I guess. But anyway, now I see there is a very clever way to (fairly easily) beat that level of yours.

exfret
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Re: Prerelease Level-Creation Megathread

Post by exfret » Sat Dec 14, 2013 5:50 pm

Here, it's difficulty hard (courtesy of the new delete/click mechanic that helped me place lots of random blocks down to frame out the level):

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[The Electric Shocktopus-"Rocky"-q3swdxp2b2e24wg1c0vwh310e3gumvhusxsusvg17312kv52kv7uv25w50r1m093w1mvvu63l2n0cu00h0p1d2jwlx5wn3cxp1n27xex3xw3hxk05112uvcu4v5v9wtu6290m1sx7vu1bwg1g2h20ujx233ubwaucwdxj312jxswk3uvkws0h2u3c31w5wj1s0wwp2g2n070pv331v8x8u3u7x6vexd0m17w6vp302c111t20vj0tuc0xumu73j01vsv7ujwx1wu83vu8u2x2xlv6wav92h3b1exhuc0gw6xq1twkv0wqxm2t143f26vkw4182x1g0mwrwl210fw2x30gwfx02r2t17xt2r2jx335v7061b04vkx72s1lxw0mx6vv03153ku539ugx1142v0mxavqxd03v8ud322c1sw40svh0n030916w039w41113we3bvawtwawlunw6vsw4vq29vx3818vd00w61aupvbvqvrxqw831x5wjvqvbu3v70c032axuut2uwtu3v73axjx7w5ufwv1buv2eu82j3c00xkx2xw22252803wb3q0u162sut1pvw382a2vww120vxex32l3nxux73a07vs12u909veuu3b1r0gwqx4uswvxrv02kxb2bxa0qxg01uf1w0quh3a3l0e2l322l3rvv39udxl1bxj3t02vvvx320f1ww12r0]
Last edited by exfret on Sat Dec 14, 2013 6:06 pm, edited 1 time in total.
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exfret
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Re: Prerelease Level-Creation Megathread

Post by exfret » Sat Dec 14, 2013 5:56 pm

testtubegames wrote:I will say, though, that I'm not a fan of the invisible blocks.
Don't get rid of my invisible blocks. :ugeek:


They're too awesome to dispose of!!! So awesome in fact, that, that... There should be a smily for them!! Ooh, there already is one, yay! *Click*. Oops, that wasn't a smily. Oh well.
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