![]() There are some deadfalls where the dash takes you slighty too far obviously, with no need to be there, like right at the end, when you lure the 2 Enemies into the Water, theres a small gap of water on the return platform where I fell in. Again, its not difficult, but it doesn't need to be, it serves as a great tutorial level for that specific mechanic. That you can use saw placements to get them dead and so on. Then you gradually expand on how they are used, show of they hate Bunnies, and that you can use Bunny decoys to have them run into traps. Why aren't all your initial levels like this? You introduce a single new mechanic - the Enemy Vision cones. I started off next to a puzzle cube and some deathblades, I'd much rather start of next to a puzzlecube and a giant Windmill with some deathblades. If the rest of the level blocks it out initially too much, make a bit more space between. You start next to a nice windmill, rotate the inital view 90° so you immediately show that. Some of the enemy placement also seemed a bit odd, the big purple Bird flies way of screen on both sides, so I forgot it was there until I dashed into it again for example. You're not suggesting I need to get the heat thing and then speed through half the level to get there in Time, do you? You already have a nicely looping level blocked off on the beginning, just have a switch or something there, that opens the required pathway, instead of putting speedrun stuff in again. The gold block blocks my path up, and I can't get any other block down there to push through the Warp into the Purple Guy. World 2-2 ramps up the difficulty nicely a bit, until the first checkpoint which seems to be unbeatable. And that the Enemy before the final Airsaw dash walks over the teleporter which you can dash into if not super careful makes it so that you can basically dash into an offscreen Enemy and die, thats no fun. I also still think the teleport block isn't needed, you could just make stairs or a ladder to make me go up somewhere. Its a Shame that I only start with 1 heart after the checkpoint tho, makes the Heartmeter kind of useless after you've died once. I may be too happy about it since I expected something like World-1 again, but still, its nice. The Checkpoints are rather nice and evenly placed across, the whole level isn't super long or short, its a pleasent experience. The dead Bunny gives you a warning to look around with the camera for the right Button, instead o the wrong one, which I still ended up pressing. The Cannon lets you make out the new Island just at the Top, so you actually know where you shooting. I don't know why this isn't lengthened into a handful of levels and used as the first world, but some hectic City where everything is mashed together and coming at you at the same Time. I died a few Times, so its not like its too easy, but this is how the Rest of the Game should be aswell. It gradually introduces mechanics, makes use of jumping to avoid Enemies, shows the difference between Purple and Red enemies, the actual option to down red ones with normal blue Cubes, makes use of camera shifting to find the Solution, has a nice Timing to it, is comfy and easy to pass through.
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