Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Kadir

#1
VVVVVV Levels / Re: "Rescuing Violet" by Stalefish
August 14, 2011, 07:57:14 AM
This was neat! Very fun!

The aesthetics were a bit "busy" for my tastes, though. It usually took me a second of puzzling out most rooms before I understood what to do, a problem I rarely had with VVVVVV's rooms.

That's a very minor criticism, though, and one that is probably up to personal tastes, anyhow. Some people probably like busy screens!
#2
VVVVVV Levels / Re: "Mineshaft" by Kadir
August 12, 2011, 10:43:12 AM
Thanks guys! I'm glad you liked it. I updated the first post with some design "insight" that I forgot to write the first time around.

@Derbos:
Do you remember which room that was? Nobody near me plays VVVVVV, so I wasn't able to see how a non-creator would go through the level. I tried to make it so that you would naturally be drawn towards trinket paths, but I'm not sure if I was successful.

I think I might update this tommorow.
#3
VVVVVV Levels / "Mineshaft" by Kadir
August 11, 2011, 11:26:26 AM


Mineshaft is a fairly easy level that features vertical gravity lines and far too much silly writing!

http://dl.dropbox.com/u/37905393/mineshaft.vvvvvv
Feedback would be lovely. Design stuff after the break. Play the level first!



With this level, I wanted to do something that the original VVVVVV levels didn't: Provide a strong sense of place. The Laboratory was great fun (probably my favourite level), but it didn't look or feel a lot like a laboratory -- intentionally, I presume. I wanted to try something diffirent!  Armed with the wise words of anna anthropy (http://www.auntiepixelante.com/?p=475), I set about building rooms that made it feel like you were descending into an abandoned mine.

In the end, I don't think I quite made it. The problem is that providing a strong sense of place requires a lot of complicated visuals, and when I tried to combine complicated visuals and complicated challenges, the result was not pretty. Because of this, all of the pretty screens (the Mineshafts, Surface, Down and Around) have very simple challenges. All of the complicated screens (Gap Selection, Love Storage, Breakout) have visuals that are as simple as possible, and bear almost no resemblance to any logical, man-made structure.

Despite this, I'm pretty happy with how the level turned out. It was fun!

EDIT: Also, Paced Energy is awesome!
#4
VVVVVV Levels / Re: Soul Searching (v1.2)
August 11, 2011, 11:24:33 AM
The ending threw me a little.

This was a wonderful level.