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 - BillyTheBanana

#1
VVVVVV Levels / Re: [5x5] Exponential Decay
September 26, 2011, 11:57:30 PM
Thanks for this level, I love a good challenge! I almost quit because of that insane last turn on the Shuriken screen, but I'm glad I stuck with it to make it to the nifty stuff afterwards.
#2
VVVVVV Levels / Re: Wallicious
September 26, 2011, 11:43:06 PM
That was fun, but why didn't the TV fix when I gave him the "cables":victoria:
#3
VVVVVV Levels / Re: DSS Ideal X (v2)
September 18, 2011, 07:46:31 PM
This is the best custom level I've played (and I've played a lot). Every area was fun, clever and different. You balanced the difficulty perfectly, mixing difficult death traps with breezy rooms with few obstacles to keep the player moving forward and having fun. The design was up to the level of Mr. Cavanagh's original game, I felt. I can only imagine what you'd be able to achieve with a more powerful editor. My favorite bits were the Either/Or hallway and the final sequence. I only have two suggestions to improve it:

1. At the left end of the Either/Or hallway, it seems like you're trying to use the disappearing platforms to force the player to go out on the route they didn't take coming in. But the player can just **** ******* to make the platforms reappear. I can't think of any way to fix that off the top of my head, but maybe you can.

2. Since you let the player go back to get any missed trinkets, I would have liked to have some sort of hint as to what area they were in. I had only missed one, but I wasn't about to play through the whole game again in search of it.
#4
VVVVVV Levels / Re: The RYB maze by endme
September 15, 2011, 05:52:41 PM
This was really fun until I got sent back to the warp maze for like the fourth time with no warning. :victoria:
#5
VVVVVV Levels / Re: Mirror rorriM - A PJBottomz Level
September 12, 2011, 08:43:17 PM
I... don't... understand...
#6
Good job with coming up with all those formats. It was really well done, but I wish I could have chosen my category or something. I don't know anything about sports...
#7
VVVVVV Levels / Re: This is Portal - A PJBottomz Level
September 11, 2011, 05:27:44 PM
Quote from: Terry on September 11, 2011, 04:53:04 PM
Hmm, I think I encountered a bug, not sure why it's only happening to me. The "top path" warp zone just warps me directly into a spike
I had the same issue. It happens because you're holding left to go into the warp token. Hopefully it can be easily fixed by adding a few platform tiles to block the player from running into the spikes.
#8
VVVVVV Levels / Re: This is Portal - A PJBottomz Level
September 11, 2011, 01:55:30 PM
"Story levels" aren't really my thing, but the dialog in this was well done. I also enjoyed the feeling of disorientation you managed to create with the branching paths and strange room wrapping behavior. Just a few typos I noticed:

ApeRture Science
impair (not impare)
"wouldN'T shut up"

On another note, I wasn't sure how I was supposed to get through the part with the shock squares. Are you supposed to be able to die by hitting the spikes through the gravity lines? They get me about one in four times when they're on the adjacent tile.
#9
VVVVVV Levels / Re: "Spike Hell" by Arkatox
September 10, 2011, 07:08:32 AM
That was a fun little romp. I somehow managed to get through it with 98 deaths in 10 minutes. I'm just glad it was as short as it was, because it probably wasn't going to be much fun for much longer.
#10
VVVVVV Levels / Re: "CCCCCCCCCC Retold" by Whirligig
September 10, 2011, 03:19:49 AM
I never played the ASCII version, but I loved this! I'm amazed that you were able to make ten worlds that each felt fundamentally unique. The difficulty was just right for me, including all ten trinkets, which I enjoyed getting. (The only easy one was in the "small difference" room, in which I didn't see any difference between the top and bottom half of the screen!) As was mentioned, it's possible to see the walls in the world where they're presumably supposed to be invisible. I assume you got it to work easily in your ASCII version. Too bad there's no way to do it in the editor, because I felt like I was missing out on a fun level.

Everybody complained about the Veni Vidi Vici world, but I thought it was a cool idea to take a short, highly challenging sequence with no checkpoints and use that as an entire world. The only thing I found odd was that it seemed easier to land on the trinket (smack in the middle of the room) than on the regular exit. Also, I didn't like having to do it twice in order to get the trinket.

Did you ever consider a reward for getting the puzzles right on the first try? I thought maybe that's how the trinket was going to be obtained there. I felt kind of cheated when I didn't get anything for thinking through the puzzles rather than using trial and error.

Some other rooms I liked:
Toad in the Hole - I like that you had to stay in the same column for a couple flips. I always enjoy sequences that make you move around in one area instead of just constantly pushing forward.
You Got the Map - Took me a second to realize what I was looking at, but I enjoyed the "lightbulb moment" of understanding.
Room Name Illusion - lol
Warp Away
Aim Well
Going Up/Not So Fast/The Roof - Nice to have some open-ended obstacles occasionally.
Burning Bridges
Find the Liars (Love the connection to the next puzzle especially. Very clever)
Bonus Level "storage chambers" - lol

Didn't like:
Potential for Anything - Felt awkward. I found it easier to ignore the leftmost platform.
My Lady's Chamber - I didn't see any logical way to get through this, so I just repeatedly jumped in blindly until I made it.

I just have one question about something I didn't understand... Why do you hate Sony?
#11
Holy crap, this level was so much fun! My favorite of all the customs I've played so far. My only request is to change the ending so that if you get the bad ending you can **** ******** with R and then do it right (I tried that, but it just got the bad ending again).

Sorry to bump an old thread, but this level deserves to be played by more people.
#12
VVVVVV Levels / Re: First level: 4 People, 4 Paths
September 03, 2011, 08:35:01 PM
I enjoyed this level. The difficulty was consistent and just about where I like it. In Wave Motion Collider, I felt smart deciphering the pattern of an impossible-looking room. The Harp, They Mostly Come Out at Night, and Rainbow Smash were fun little novelties. I don't know if this was intentional design, but in Simplicity I enjoyed being repeatedly tricked into walking right off the disappearing platforms into the spikes since you bounce onto them from a gravity line, so my brain wasn't ready to use the flip button.

I didn't like playing so many rooms where I had to have pixel-perfect positioning in small areas like in Arghageddon, Caged Elephant, Grinning Mouths (getting past the first disappearing platform), and pretty much every trinket. A little of that is good for variety, but there was way too much for me.

Does Stringy Cheese use a glitch? I tried to get down that little chute by slowly edging toward it, and it didn't work, so I assumed there was no other way. After I finished the game (with all the other trinkets), I went back there in the editor and figured out how to do it. I would recommend giving the player some sort of clue that it's possible and not just a trick.