Death Zone demo

Started by The Snikle Force, April 27, 2015, 12:39:51 AM

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The Snikle Force

Here is a new level I've been working on for about a week now. The demo only includes the first zone, about 15-ish rooms, but It's still fun.  Please remember that this is a demo and to excuse any minor aesthetical bugs. Please tell me what you love/hate so I can make more/less of it. Feedback is appreciated!!




allison

Quote from: The Snikle Force on April 27, 2015, 12:39:51 AM
Here is a new level I've been working on for about a week now. The demo only includes the first zone, about 15-ish rooms, but It's still fun.  Please remember that this is a demo and to excuse any minor aesthetical bugs. Please tell me what you love/hate so I can make more/less of it. Feedback is appreciated!!



EDIT: Why won't the screenshot work!? :violet:
The img tag link needs to be to the actual image itself, not a page containing it. Like this:
[img]http://i304.photobucket.com/albums/nn166/s12192662/DZ%204_zpswqamr401.png[/img]

The Snikle Force


SJMistery

damnit, that thing is so full of glitches i don't know wich one to start!

on the first rooms, if you flip up off the sceen, you get off bounds. please fix that, put a row of wall and spikes or something!

"release your negative energy" has the same problem with the corridors of the enemies, also, trying to get back to that room from avobe causes the game to glitch. include a warp wall (and a dead end) to prevent this.
"tough room" seems impossible to me. in my opinion, the last jump is too narrow, even with the dissapearing platform around

The Snikle Force

Remember that this is just a demo. I already fixed the top of the ship area (where you could've gone out) and am working on a solution to the negative energy thing. I also fixed some of the single-tiled walls that are in the demo. I made the end of tough room just a tad easier by widening the gap by one block. This will all be in the full version.

And I'm not trying to sound praise-selfish or anything, but there must be something you liked about it.

SJMistery

to fix the dissapearing-platform-on-the-edge problem, is easy: just add a partial warp line on the next room and a dead end above (with another warp wall) and glitch solved.

the purple room is still tricky. expecting to get in on a 2 block wide just after a gravity line flip... i needed to slow the game down to get it.
i know difficult levels are funnier, but between "difficultl challenge" and "you will need a lot of luck to get through" there is a subtle difference
there is a room with a trinket above a checkpoint, returning is not possible, the physics of the game make that if you collide on a wall, your speed drops a lot even if you keep pressing the move button, and it causes you to fall on the spikes below. be carefull

The Snikle Force

Where's the Disappearing -platform-on-edge thing? Error 404?  And assuming that the trinket in question is in "Gaps in the Traffic," I fixed that. I'm planning to release another demo/WIP by Sunday, so you can see all of these bugfixes. :viridian:

Riki the crewmate

I played it. it's not bad.

The Snikle Force

Remember when I said demo v2 would be done by Sunday? Notice how I didn't specify which Sunday. Here you go! This will be the final Demo, so if you like it, sorry, you'll have to wait. So play it, and tell me what you love and what you hate!

SJMistery

I'll try to explain it: in some rooms, there is a dissapearing platform right in the front of the exit. If you try to backtrack, the dissapearing platform will be back on the path, and if it is too close to the exit, like in  "release your negative energy", the game will glitch out if you try to backtrack. The solution is to either move the platform until the game does not glitch when you enter the room, or simply prevent any backtrack making the next room warp into a dead end if you try to backtrack (but don't forget to ensure the dead end does send you back to the intended path, some players forget this and make you get off-bounds)