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Post by Retired moderator. on May 26, 2016 18:29:13 GMT -5
I have done creating tips in the past but ive never done a full guide so here we go, I suppose.
"Good" gameplay basically means "fun" gameplay. This is, of course subjective but I'll just go off of what the majority of the community thinks.
The number one rule of gameplay, especially in non demons, is, DON'T MAKE IT CHEAP . By "cheap" I mean unfair/memorization based. If a part of a level will kill a person every single first playthrough because of moving blocks, invisible pathways, or instant transitions, you might want to change the gameplay in that part. A level that fails in this rule is MANRAY by sweetdude. Although demons don't have to follow this rule as heavily, they still can't be too memorization based. The above example is a clear indicator of what not to do.
Rule 2: have a consistent difficulty. Many levels fail in this category. Although it's reasonable to have a spike in difficulty after a drop in a song, the parts before the drop should still be of similar difficulty. This is one of the biggest problems in most featured levels and can make the level frustrating to play, not to mention that it might get the level rated a wrong difficulty. An example of a level that fails horribly because of this is switchblade by 6359. If a level's only hard part is 70% through the level, the process of beating the level can be monotonous.
Rule 3: don't make repetitive or boring gameplay. If you have to repeat a single jump or do a single action multiple times in a row in the same fashion every single time, the part is repetitive and makes the level look lazily made. Although repetitive gameplay can be boring to play, the most boring of all gameplay to play is very slow gameplay. I mean levels that have speed slower than the usual speed portal.
If your level doesn't make the above mistakes, then congratulations, you have a level with good gameplay.
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Post by Space on May 26, 2016 18:59:51 GMT -5
BLAH BLAH GAMEPLAY BLAH BLAH MISTAKES BLAH This is actually pretty helpful, but I would suggest maybe linking videos to the level examples given. And also, for the spike in difficulty, there are some very good levels that use something like this *cough cough Nine Circles levels* that still are fun to play. This is helpful advice however, thank you for the entire thread
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Post by P i e 9 0 0 0 0 on May 26, 2016 19:20:19 GMT -5
I have done creating tips in the past but ive never done a full guide so here we go, I suppose. "Good" gameplay basically means "fun" gameplay. This is, of course subjective but I'll just go off of what the majority of the community thinks. The number one rule of gameplay, especially in non demons, is, DON'T MAKE IT CHEAP . By "cheap" I mean unfair/memorization based. If a part of a level will kill a person every single first playthrough because of moving blocks, invisible pathways, or instant transitions, you might want to change the gameplay in that part. A level that fails in this rule is MANRAY by sweetdude. Although demons don't have to follow this rule as heavily, they still can't be too memorization based. The above example is a clear indicator of what not to do. Rule 2: have a consistent difficulty. Many levels fail in this category. Although it's reasonable to have a spike in difficulty after a drop in a song, the parts before the drop should still be of similar difficulty. This is one of the biggest problems in most featured levels and can make the level frustrating to play, not to mention that it might get the level rated a wrong difficulty. An example of a level that fails horribly because of this is switchblade by 6359. If a level's only hard part is 70% through the level, the process of beating the level can be monotonous. Rule 3: don't make repetitive or boring gameplay. If you have to repeat a single jump or do a single action multiple times in a row in the same fashion every single time, the part is repetitive and makes the level look lazily made. Although repetitive gameplay can be boring to play, the most boring of all gameplay to play is very slow gameplay. I mean levels that have speed slower than the usual speed portal. If your level doesn't make the above mistakes, then congratulations, you have a level with good gameplay. good guide, except for you basically saying no memorization, sometimes memo can be fun just dont make it your whole level
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Post by LuMaIchArgI on May 26, 2016 19:21:12 GMT -5
Didn't you already make this thread?
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3,110 posts
Favorite Level: Toxic sewers
Hardest Demon: ultra drivers
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Post by Retired moderator. on May 26, 2016 19:25:16 GMT -5
Didn't you already make this thread? Nope
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3,110 posts
Favorite Level: Toxic sewers
Hardest Demon: ultra drivers
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Post by Retired moderator. on May 26, 2016 19:25:59 GMT -5
I have done creating tips in the past but ive never done a full guide so here we go, I suppose. "Good" gameplay basically means "fun" gameplay. This is, of course subjective but I'll just go off of what the majority of the community thinks. The number one rule of gameplay, especially in non demons, is, DON'T MAKE IT CHEAP . By "cheap" I mean unfair/memorization based. If a part of a level will kill a person every single first playthrough because of moving blocks, invisible pathways, or instant transitions, you might want to change the gameplay in that part. A level that fails in this rule is MANRAY by sweetdude. Although demons don't have to follow this rule as heavily, they still can't be too memorization based. The above example is a clear indicator of what not to do. Rule 2: have a consistent difficulty. Many levels fail in this category. Although it's reasonable to have a spike in difficulty after a drop in a song, the parts before the drop should still be of similar difficulty. This is one of the biggest problems in most featured levels and can make the level frustrating to play, not to mention that it might get the level rated a wrong difficulty. An example of a level that fails horribly because of this is switchblade by 6359. If a level's only hard part is 70% through the level, the process of beating the level can be monotonous. Rule 3: don't make repetitive or boring gameplay. If you have to repeat a single jump or do a single action multiple times in a row in the same fashion every single time, the part is repetitive and makes the level look lazily made. Although repetitive gameplay can be boring to play, the most boring of all gameplay to play is very slow gameplay. I mean levels that have speed slower than the usual speed portal. If your level doesn't make the above mistakes, then congratulations, you have a level with good gameplay. good guide, except for you basically saying no memorization, sometimes memo can be fun just dont make it your whole level Memo is not acceptable in non demons, and in demons, you can't be too obnoxious with it.
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Post by Space on May 26, 2016 19:30:27 GMT -5
good guide, except for you basically saying no memorization, sometimes memo can be fun just dont make it your whole level Memo is not acceptable in non demons, and in demons, you can't be too obnoxious with it. Well some non-demons have fun memo, like Unity (wave part and beginning cube)
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3,110 posts
Favorite Level: Toxic sewers
Hardest Demon: ultra drivers
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Post by Retired moderator. on May 26, 2016 19:31:14 GMT -5
Memo is not acceptable in non demons, and in demons, you can't be too obnoxious with it. Well some non-demons have fun memo, like Unity (wave part and beginning cube) Not really memo since there is an obvious tell.
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Post by Deleted on May 26, 2016 19:31:32 GMT -5
is it ok to have like 1-3 fakes on a non-demon level
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Post by Athyriel on May 26, 2016 19:32:01 GMT -5
Wow! This really helped! Thanks man!
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Post by Space on May 26, 2016 19:34:11 GMT -5
Well some non-demons have fun memo, like Unity (wave part and beginning cube) Not really memo since there is an obvious tell. Not really, the blocks move with no indication, and in the wave, they do the same
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3,110 posts
Favorite Level: Toxic sewers
Hardest Demon: ultra drivers
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Post by Retired moderator. on May 26, 2016 19:35:15 GMT -5
Not really memo since there is an obvious tell. Not really, the blocks move with no indication, and in the wave, they do the same But they change color before moving. That's the main reason why people don't hate this part.
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Post by Mechanguis on May 26, 2016 19:35:21 GMT -5
In number one, you should also mention to avoid forcing the player to jump/do things after a disorienting transition, like falling, going through a mirror portal, going through a teleportal, etc. This is true for older levels as well since some of the harder ones have a tendency to make you fall a long distance only for you to hit the ground and die because there's a spike.
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Post by Space on May 26, 2016 19:36:50 GMT -5
In number one, you should also mention to avoid forcing the player to jump/do things after a disorienting transition, like falling, going through a mirror portal, going through a teleportal, etc. This is true for older levels as well since some of the harder ones have a tendency to make you fall a long distance only for you to hit the ground and die because there's a spike. Crazy by - is the perfect embodiment of this
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Post by Lumpy on May 26, 2016 20:55:02 GMT -5
Nice :) Covers all the common mistakes most new creators make. However I think you should mention that #3 is excusable when it would sync to the music (in the level Vanilla some gameplay is repeated twice on purpose, because the song repeats the melody on purpose.
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