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Messages - TheoX

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Random comments:

 - It's "The Yes Men" isn't it?  Not singular "man" ?
 - I like how you did the big guys in "B-B-B-B-Busted".  Looks good.
 - The enemies are missing from the bottom of "Brass Sent Us Under the Top"!
 - How did you get the weird shiny disappearing thing in "A Wrinkle in Time"?  What is that? :o

Also, did you do this from memory?  Nice work in any case!  :P

VVVVVV Levels / Re: Ship Invader
« on: August 14, 2011, 06:14:46 pm »
Rating #036
Enjoyment: 6/10
Aesthetics: 6/10
Novelty: 5/10
Difficulty: 9.5/10
Room Names: 7/10

Hot damn this was a hard level.  Luckily it was short, or I would have gone crazy. :D  The level's looks and room names were alright, nothing worth mentioning; my main problems are with the room design:

"Road Trip" - this is probably the hardest room.  The narrow passage to jump into, the huge double vault over the spikes, the platform that pushes you into the spikes when you're trying to time the jumps right... argh!!  It was easier backwards, but you're evil for making the timing so tight.  I think the spike pillars should both have their left column shaved off, it would make the room more reasonable...

"It's all in the timing" - please put a checkpoint in here somewhere!  Three hard challenges in a row without saving is not a nice thing to do to your players!

"Reveal" - the top of this room is just... ridiculous.  There should either be less spikes, more room, or more checkpoints.  I'm surprised at myself that I was actually able to get through.

"I <3 Warps" - a checkpoint would be nice between the platform section and the conveyor section.  Very tedious.

"SPAAAAAAAAAAACE!!!" - when you go to the right screen, you can go in the walls because they are too close to the edge.  They should be moved out.  (btw is this a Portal 2 reference?)

This is an alright level but the difficulty is too high for me to really enjoy it.  I wonder how other people will fare on its challenges.

Status: Completed (minus one trinket - It's all in the Timing is too hard for me)

VVVVVV Levels / Re: "Rescuing Violet" by Stalefish
« on: August 14, 2011, 04:14:26 am »
Rating #035
Enjoyment: 9/10
Aesthetics: 10/10
Novelty: 8/10
Difficulty: 7/10
Room Names: 8/10

Wow.  New level to put in the "favorites" list.  This level has no flaws whatsoever, aside from the questionable scripting!  Fun story, rooms looked GREAT, and the level was a blast to play overall.  Some innovative concepts for the rooms; I really enjoyed getting the trinkets, and going backwards through the level was very well-done.  It was a fine difficulty too.

This is an example of one very solid, GOOD level.

Status: 100%'ed!

VVVVVV Levels / Re: "Zany Protocol" by FlamingBanana
« on: August 13, 2011, 06:15:46 pm »
Rating #034
Enjoyment: 6/10
Aesthetics: 6/10
Novelty: 4/10
Difficulty: 7.5/10
Room names: 7/10

This level needs a bit of work, I think.  Its worst aspect was probably that the level was a complete labyrinth, which wouldn't be a bad thing if there weren't so many RAE's (room alignment errors) - it's possible in MANY of the screens to go out one side and be stuck in a wall in another.  Also the maze-like quality of the level with no clear direction could easily cause the player to miss vital crewmates, especially in the "Bundle" area.

Rooms that particularly need improvement:

"Welcome to the Twilight Zone" - there's a little opening in the left that lets the player escape into space.  Actually, this was also a GOOD thing, because flying through space and drifting through walls was the only way I could reach "Cornered", since it's impossible to get in the opening behind the warp point in "I Can See My Reflection".  Vermillion was my final crewmate and I had to glitch out to get to him.

"Ledge Fund" - this room is a total mess.  The room name covers up the floor, or lack thereof, and I couldn't tell exactly what I was doing when one of the warp points threw me into a wall.  Also I never found my way to the top left area, and still have no idea how to get there even after finishing the level.

"Timing is Everything" (I think this was the name) - you should tell the player that the left way leads to a crewmate.

There were more rooms with problems but I can't remember them, so these are the general problems with the level that you should fix or remember when you make your next level:
 - Make sure the bottom layer of a room is at least two blocks thick, so the room name doesn't cover it up.
 - Make sure crewmates are in places where the player would normally go, or is led to go.
 - Make sure that the player cannot reach places where they can go through the walls.
 - Above all, playtest.  Make sure your own level is fun, coherent, and playable before you release it.  Get a friend or sibling to play it!

I actually did enjoy this level a little bit, if just for exploring, but it would have been a lot more fun if the level was overall coherent.  This needs to be smoothed out. ;)

Status: Completed (minus one trinket, dunno where the hell it was)

VVVVVV Levels / Re: "Mineshaft" by Kadir
« on: August 12, 2011, 01:51:29 am »
Rating #033
Enjoyment: 8/10
Aesthetics: 8.5/10
Novelty: 7/10
Difficulty: 9/10
Room Names: 9/10

This was a cool level!  Looked quite nice and had some neat new concepts (the breakout room in particular).  I loved the dialogue between  Verdigris and Viridian, and the terminals too.  The one in "Stash" was especially funny, and made me glad I persevered to get it.  Room names also amused me, especially the mineshaft ones, which reminded me of bad horror sequel names ("Mine5haft" like "5inal Detination").  The difficulty in this level was quite high and was the only thing I disliked about this.  Still, it wasn't so hard that I wanted to quit.

Very nice!

Status: Completed (minus 2 trinkets, don't know where they were)

VVVVVV Levels / Re: The Ship 2 - A PJBottomz Level
« on: August 12, 2011, 01:25:31 am »
The room after "Frequency Waves" makes me want to murder small animals and uppercut babies.  I refuse to play this level any more until there is a checkpoint installed there or the left passage widened. the meantime, I have some suggestions about certain rooms.

"Defy" - Put walls on the edges, to step onto.  It's next to impossible to walk into the next room.

"Barrier" - give the player a warning about the spikes before falling into this room, or get rid of one or two so the player doesn't have an instant death.

"Frequency Waves" - this room is actually really nice, except the scripted dialogue draws lines over the room names that won't go away (hence why I said in the first sentence "the room after Frequency Waves").  I think you should look into your scripting and figure out what's wrong.

If you iron out some of the kinks in this level I think it will be more enjoyable, and I'll also play it more.  If you have friends/siblings watch them play the level also, as this will help you see areas that need tweaking due to frustration/errors.

VVVVVV Levels / Re: level: Lost Laboratory
« on: August 12, 2011, 01:06:43 am »
Rating #032
Enjoyment: 6/10
Aesthetics: 7/10
Novelty: 3/10
Difficulty: 6.5/10
Room Names: 5/10

It's pretty obvious that this was one of your earlier ones, since it has a bunch of spots where you can go through walls (RAE's), the most glaring instances of which are "Beware, Airlock" and "Hangar".    The level looked alright; I liked the beginning two rooms a lot.  Room names felt lacking though, for some reason.  It might have been a better idea to polish this one up a bit before posting it, but it's alright.

Status: 100%'ed!

VVVVVV Levels / Re: level: Antimatter
« on: August 12, 2011, 12:58:19 am »
Rating #031
Enjoyment: 8/10
Aesthetics: 6/10
Novelty: 3/10
Difficulty: 4/10
Room Names: 5/10

I think this is an improvement over your previous levels, in terms of balance.  It feels very smooth, no glitches or anything to trip up the player.  I enjoyed going through it, and liked the rooms for their simplicity.  The difficulty was nice and moderate too!  Nothing too exciting in the level but I liked the constant horizontal travel.  The only thing I thought was a bit weird about the level was the room names... most of them were fine but at times it felt obvious that you ran out of ideas.  No big deal though, this was a solid level from you. :viridian:

Status: 100%'ed!

I actually finally got a page on my website dedicated to this level:

Pixelmusement is your website?  I used to be addicted to Pixelships Retro for a while.

I need to finish this level!  I forgot to!

VVVVVV Levels / Re: "The Sacred Grounds" by Requiem
« on: August 11, 2011, 02:48:36 am »
Rating #030
Enjoyment: 8.5/10
Aesthetics: 8/10
Novelty: 7/10
Difficulty: 7.5/10
Room Names: 9/10

This was surprisingly good!  I liked how you put your own spin on the level design, and put extra trinket rooms.  Everything looked nice, and the challenge was just about right for me.  Room names were quite fitting too, and the last one cracked me up.

I was concerned that there would be a trinket above the heavy press, but I fell accidentally and could not get back up.  However I am confident that I would have been able to get to the room above it... maybe put a wall up there just in case? :o

Anyway, awesome.

Now as long as nobody makes a VVVVVV version of the Hell Temple from La-Mulana...

Status: 100%'ed!

VVVVVV Levels / Re: "Potential" by Neurario
« on: August 11, 2011, 02:23:40 am »
Rating #029
Enjoyment: 8/10
Aesthetics: 6/10
Novelty: 6/10
Difficulty: 5/10
Room Names: 8/10

I actually didn't find much wrong with this level, so I can't give much constructive criticism.  I really liked the trickery involving the warps on the sides of the rooms, especially in the beginning section.  During the level I got kind of confused about whether or not I was going to find all the trinkets, but they turned out to be all in my path after all.  Thought the level looked a bit simple, aesthetics-wise, but it didn't bother me and I enjoyed the level nonetheless.  The room names were amusing, I liked your naming convention.

Actually, I just thought of one thing you could improve.  In "Potential for the Future", I think it would look better if you scripted the "Help Me" instead of making it a text box.

Status: 100%'ed!

VVVVVV Levels / Re: Soul Searching (v1.2)
« on: August 11, 2011, 02:01:46 am »
Rating #028
Enjoyment: 9/10
Aesthetics: 9/10
Novelty: 10/10
Difficulty: 7.5/10
Room Names: 9.5/10 (some were not named, which seemed incongruous)

OK, now that I beat this, I can give it a real rating, and let me tell you, this is about as close to a perfect score as I've given in my ratings.  I REALLY enjoyed this one, no wonder it got featured.  Pardon my language about the Emergency Exit, I was mimicking AVGN.  Glad you changed the room anyway, it still took me a bit of time to get past.

Rooms I liked:
"Vegetable Valley" - I liked how you kept the enemies in one spot.  Very nice look and feel to this room.
"VeeTube" - No words can express my amusement for this one...
"Vroom Vroom" - >>>THIS IS AWESOME<<<
"Doing Things the Easy Way" - I actually went up first... stupid me.  Clever.
"The Difference Between Brave and Stupid" - I liked how this had two meanings.  The one mentioned above, and the enemies up top, which I tried to go between... >_>
"You're Not Thinking V-Dimensionally" - again, clever.  And again, I tried the stupid way first...
I liked all the "twin" rooms too.  Very nice design; slick.

Rooms I think need improvement:
"Tenderized Veal" - I got through this fine, but I have a feeling that people worse at the game might get stuck here... a checkpoint wouldn't hurt.
"Sierpinski V" - the first time I played the level, I jumped up to the right and died... maybe put a checkpoint in this room?
"Demon Wall" - it is so damn hard to get into that warp point.  I counted how many times it took me to get on THIS playthrough: 32 tries.  I know it was harder the first time too.  Please give the player, like, one more block worth of space!

Very very very good.  I will definitely play this again.

Status: 100%'ed!

VVVVVV / Re: The Elephant Secret... Revealed!
« on: August 10, 2011, 11:34:16 pm »
Anyone played La-Mulana?  That game has a fair share of... disturbing mystery things that don't make sense...

VVVVVV Levels / Re: "Son of Gravitron" by wally2069
« on: August 10, 2011, 10:36:45 pm »
Link's broken, it seems.

VVVVVV Levels / Re: Disaster strikes
« on: August 09, 2011, 06:33:55 pm »
0.1?  Is it a work in progress or a finished level?  I'd like to play it when it's finished, sounds cool.

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