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kurath

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Aug 17th, 2017
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  1. Seal of Structure
  2. Yeah I would have liked it if I could have moved to the save myself instead of being teleported there. Just throws you off.
  3. Screen 1
  4. That moment of realisation when you figure out how it works.
  5. I’m not sure I have the brain power for this section right now.
  6.  
  7. Save 2
  8. Uh…is there a shortcut on the right side of this screen that isn’t meant to be there? - This was a bit of an overcompensation for the fact you could sort of softlock yourself into a block trigger. F2ing would clear it anyway so its a ... soft softlock? I adjusted it to be a bit less awkward.
  9. Maybe move the save blocker slightly left, annoying to hit the first block.
  10.  
  11. Screen 2
  12. I appreciate the blocks staying there even after you died. - There's some shortcuts associated with this, as you probably noticed. They're intentional at this point.
  13. Save 2
  14. Move save blocker a little further left.
  15.  
  16. Screen 3
  17. Save 2
  18. Bottom left F jump is deceptively difficult.
  19. This save in general seems harder than the others platforming wise. - There's a lot of optional block movements that can make this simpler, but I think the elevated diagonal moving to the right side is annoying so going to nerf that.
  20.  
  21. Screen 4
  22. Are you required to do a ledge jump to get to the left side? Because I don’t see how else you get there.
  23. Oh I’m an idiot, you can just shoot through the spikes. Don’t even have to do the platforming on the left side.
  24. - This should actually be blocked off, but no ledge would be required. You can jump off a block 32px lower and be fine. May require some readjustment of the middle generator as you go, but that's intended.
  25.  
  26. Miniboss
  27. Oh it isn’t blue now.
  28. Probably the easiest miniboss. Took me 2 or 3 tries.
  29. - Yeah, none of these should be too hard, just to mix it up a little.
  30.  
  31. Overworld
  32. Oh the map crosses off complete seals, nice touch.
  33. Far middle right save
  34. Not entirely sure about no save blocker, maybe remove the “half invert” spike right next to the save. - Agreed on this, it doesn't really do anything useful.
  35. The ceiling directly above it. Tiling issue? - Good catch, I'm sure its not the last minor tiling issue.
  36. Closer middle right (closer to the middle, I don’t know how to describe the difference between these two)
  37. Far middle right to close middle right felt a little difficult, especially with the two options at the end. - That's fair, any problem areas in the hub I'd like to iron out. I want the hub area to feel moderately easier than the seals.
  38.  
  39. Seal of Size
  40. And time for dotkid needle. I’d be curious to know what Sunbla said about this section. - So it seems that people have really varied experience with dotkid, which makes sense since its not that common. There were a couple sections that were distinctly more difficult when he played through it that have been adjusted. My concern is that the difficulty of the area got progressively easier when he went through it so there were some more substantial adjustments along the way.
  41. I’ll admit I always get a little wary of dotkid needle, because it looks so dense, and I don’t have much experience with it. - Yeah, sunbla said something similar in that he felt there was two approaches to dotkid. Standard jumps that would normally be extremely hard made reasonable with dotkid, or really dense ones that really play off the dotkid and that the latter was more complicated to make. I'm not a fan of the former so I did go for the latter but its definitely had some balancing issues.
  42. Screen 1
  43. Save 2
  44. Really bad at the gate/tbone jump half way through. Seems like it’s just me though after checking. - I think a minor nerf here is due. I think this is a similar case to what I get with dotkid - its easy to pull off most of these jumps when you focus on them but in the flow of a save, they become a lot more problematic.
  45. Might be some complaints about the 5 minispike thing too, but you can double bonk and still make it, so it’s fine. - Yeah, think this looks harder than it is.
  46. Lol, dot changes colours depending on sprite, nice. - One of those little things I thought to throw in there.
  47. Save 3
  48. Can’t tell if the minispike on the final drop is ok or not. - Think i'm going to flip sides on this, the point of it was to make the player need to position themselves on the way down, moving it to the other wall lets you hug the wall on the way down with a lit more leeway before being 'punished' since the left spike comes much sooner.
  49.  
  50. Screen 2
  51. Save 1
  52. No saveblocker - gives you the option to let you set up the drop a bit easier, think I'll leave it.
  53.  
  54. Screen 3
  55. Save 1
  56. Same double minispike edge jump as one I mention in world 10. Being dotkid may make telling if you’re at the edge easier or harder, depending, but you HAVE to be at the edge or a full jump won’t get past. It’s possible without a full jump, but pretty close and not easy.
  57.  
  58. Screen 4
  59. Save 1
  60. Very thankful you can save on the ground still.
  61. This save seems hard, but I can’t tell if it’s just me and dotkid. - This save sunbla found tough too, so I don't think its just you. I changed the jump he felt was the problem but I think its still quite long. Going to nerf the end jumps a bit, its probably still a bit harder than most but people should be able to close it out better once they get most of the way through which tends to be a satisfying feeling.
  62. Save 2
  63. No saveblocker
  64.  
  65. Miniboss
  66. Dotkid miniboss. Nice. Seems good.
  67. Oh there’s sound effects when they spawn bullets. Was that the same for the other three? Maybe make that a little louder. - These are in all of them and used to be too loud, maybe I overcompensated in quietening it.
  68. …Apparently it’s possible to save yourself in the ground. Maybe raise the save a little. I’ve no idea how I managed that. Can’t even replicate it, maybe I just hit tab? Idk. - Tab will stop you from putting yourself in the ground, so it must've happened some other way. Found it, seems to happen if you managed to save on the same frame you reset and do it repeatedly. Vaguely similar (albeit opposite) to boshy save hovering I think, happens only with the way dotkid is coded. Should be fixed now though.
  69.  
  70. Overworld
  71. Not sure if the entrance to the castle should be at the top or the bottom. I’d like it to make a nice loop around the whole area, but now I’m backtracking from top right to bottom middle. I guess if I’d thought it through I could have started top right/left then gone to the other top corner.
  72. Overall not really an issue specifically, but worth mentioning how it makes me feel. - This is something that has bothered me too, but I never came up with a solution I was happy with.
  73.  
  74. Actually, a real point. After having used regular kid to swim around the whole maze (I remember Sunbla used the sub), I now have to use the sub regardless. Not sure if it’s ok to let the kid get to the castle without the sub first but I’m guessing not considering how the boss works. Not sure on whether there is a fix to this if it even should be. - He swapped back and forth based on the stars. The boss does necessitate the sub but I actually made it autoload you into the sub when you approach the save (related to postgame quick access) so its an option. The main thing is that allowing transition between sub/non-sub in the hub area I think will open up some weird save interactions. The sub also allows you to plow your way through that half stretch with basically no worry, so its kind of done to motivate people to do that rather than repeating sections.
  75.  
  76. Boss
  77. Oh suddenly my sub has some powerups. Can I shoot infinite missiles now? It certainly seems like I can.
  78. Nice effect on the text disappearing.
  79. That is a lot of tentacles. - Hoping it becomes quickly apparent than managing the tentacles is more efficient damage wise and more important than just shooting the boss.
  80. Maybe don’t spawn the character so far away so that you don’t have to move up-left every time you want to start the boss?
  81. Oh, maybe I should just save further up-left, this seems like a “0,0” issue on the sub sprite though. Maybe this is why the first save in the overworld broke too.
  82. Saved further up-left, every time you resave it moves further down-right. Yeah try fixing this. - This is a new bug because I changed the way the sub spawns off loadgame, didn't even notice it myself (since it only happens at ths boss anway). Its fixed now.
  83. Shooting missiles up/down is hard. - So this is something that I definitely had to get used to, and maybe it takes more time than it should. The way it works is that if you're moving below a certain speed it shoots straight out (left/right) so that tiny movements that are hard to read won't necessarily impact your missile fire. I think to remedy this i'm going to reduce the threshold for that speed, so that slighter movements up/down will fire as expected.
  84. The rock spam attack (giant squid spawns on a wall, many rocks from that wall) might be a little too dense? Especially if you’ve left a few enemies up, but it’s probably ok? - Realistically, things should get rough when you leave a few enemies up but I think I'd agree that I take more hits there than any other attack, going to nerf it a little.
  85. Shooting missiles is hard in general. I swear I’m holding up and yet they go up-left/right. Or I’m not holding anything and they go downwards because I have barely any momentum in that direction.
  86. Moved straight up. Missile went straight right. Twice.
  87. He sometimes throws out rocks at the end of a laser attack. Not sure why. - Rocks appear from the walls anytime he burrows in or out.
  88.  
  89. As for the boss’ difficulty. It seems alright, doesn’t take too long to kill, mostly just the control frustrations mentioned above, maybe the rock spam is a bit dense, but it’s probably alright? Otherwise good. - This boss should feel easier, generally, than most others and I think with some polishing of the controls as you mentioned will help with that. It'll definitely be a bit steeper learning curve for people who skipped over the sub for the whole duration prior to this.
  90. The control issues do make it objectively better to start with the squid on the wall instead of the ceiling though, so you can actually hit with missiles.
  91.  
  92. I died at literally 1/1000 hp OpieOP. - Is that better or worse than double killing I wonder...
  93.  
  94.  
  95. World 12
  96. I have to jump at the door to open it. Can’t be on the ground. - Conceptually the keyhole is in the middle of the door, this admittedly isn't obvious but I felt like everyone would try it. I drew one into the sprite with my mad art skills.
  97. Ok, this is cool.
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