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Nov 23rd, 2017
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  1. Well, I must say I'm kinda of disappointed to see you didn't follow my advice from the previous iteration. You are still using the cheap tactics to artificially increase the difficulty, like ambushes and sheer numbers to give the enemies an unfair chance to dmg the player. Also, on the last hub presumably (when you have to collect 4 purple cards), when I entered one of the rooms to the right of the save room (the most left one) I died immediately from a mine as soon as I entered the door.
  2. Just like I told you back then, your job as a level designer is not to kill the player, but to provide an enjoyable experience (the only reason anyone plays videogames is to have fun); don't punish the player for no reason, dying for no reason, without a warning and instantly is not fun for anyone. And again, I know that the enemies on the base game are a joke, they are basic as basic can be, so under normal circumstances they are no threat, but, if you use numbers and ambushes (badly) you are tilting the scale on their favor way too much since Haydee is not the most agile PC out there, I would say find the happy middle, but I don't think there is, because of how the devs designed the game at its core.
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  4. To tell the true, I got nightmary flashbacks when I got to the rotating platforms part, I thought I was gonna suffer the same bs as in fuckboi academy, but it was not nearly as bad, just platforming, unlike in that mod where you have to mind your ammo, aim precisely all the while trying to not fall from the damn platform, which again, is a problem carried over from how the devs made the game, that the moving platforms have no physics attached and don't carry you while moving.
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  6. I haven't finished the mod yet, that insta death on that door really discouraged me to continue playing. Overall I'd say nice try, still has some bs to it, but not nearly as bad as the other map mods I've seen, but that doesn't mean it's good, just that is the closest.
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