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Beta 3: Leofani Manor
#11
Hard

16503 Is it possible to get the money bag? The zapper beam is on when Jack enters. By the time it shuts off, the money bag is almost in the water - no time for Jack to get down there, unless I'm missing something?

16103 Lever changes conveyor belt (I can hear it). But where is the conveyor belt and what purpose does it serve?

15104 After Jack pulled the lever, the yellow platform left him stranded. It was going in a square at the top left of the room.

15913 How do you get the money bag and 2 silver coins in the lower left? Do you have to jump from the room to the left? If so, I think that's too hard even for a hard mansion.
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#12
Thanks Semi, I'll make changes to each of these rooms.
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#13
Normal

15701 - The combination of the skull spider and the spider coming down were a little much especially given the short path both spiders take, and their speeds. How about slowing down the skull spider, or replacing it with another bird like the one already in this room below? A bird would have a longer path to traverse, giving the player more time where there would only be one or two creatures to worry about, and it would also spread the potential danger further to the left.

15704 Too Hard? The thing that pushed this room over the edge for me was the monster. I didn't think the speed of the blocks was too bad, though. I was playing around with it a bit, and I thought a good adjustment was to make the monster slightly slower, and then I added a third block on the fourth row from the bottom, lined up with the other two and using the same config. params. I left the speed of all the blocks alone. This seemed about right to me.

15902 - Too Hard? You might consider a value of 170 or higher for time on, and/or a value lower than 100 for time off for the gray blocks.

15904 - Too Hard? The snake makes that jump really tough. Often, (in the builder) I end up jumping between the snake and the bookcase, and it looks as though Jack is standing midair. I temporarily disabled
align to grid
and nudged the snake just a bit to the left, and I think it was a bit more realistic for the level.

15912 - Too Hard? The one thing that frustrated me on this screen was the how close the green platform came to the spider, on the left side of the room. It made getting off the platform - stepping or jumping very difficult without a shield. I moved the boundaries of the platform's track (left-top & left-bottom), to move it one square to the right. It was still difficult, but it wasn't as easy to get killed by the spider.

16702 - weird thing happened here. I knew that there was a trigger for the falling platforms in the water, I walked up to where it was and... nothing. I didn't see the platforms show up. I jumped to where I knew the platforms were, and died. I pulled up the map screen, and saw them exactly where I expected them to be, but when the map went away, I still didn't see them. I tried going off screen and returning. Still nothing. Finally, the first one appeared, when I approached it again. I couldn't reproduce this in the mansion builder. It worked as expected. Maybe a fluke... I'm going to watch for these sorts of issues more carefully.

16704 - I think a speed of 3 for the green platforms might be a little bit more appropriate for the Normal, especially considering that this room is loaded up.

16698 - I agree with Semi-Native that gray blocks should stay just a little longer. An
on
time of 175 seemed about right to me. Maybe 170.
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#14
Hard

I really enjoyed this mansion, and I'm glad I saved it for nearly the end of this round of testing! It was really tough in spots, and I only finished after going back to a few save points many, many times. This pretty much matches the level of difficulty in my head for Hard mansions. I expect to die a lot initially in some of the rougher rooms.

15505 - Good improvement over the last iteration of this room.

15798 - Jack Stuck. The blocks were gold, and I made my way across to solid rock, climbed the ladder, and flipped the switch, changing the blocks to silver. I caught the bat platform over, and botched the jump. This time I was put back to the rock platform at the bottom of the ladder (as opposed to the beginning of 15709, which I thought might happen).  [see image - unless I mess it up...]

15709 - This was initially one of the hardest rooms for me in this mansion. I died again and again until I found the right path, and then I still occasionally died on one or two of the jumps which were awkward even though I knew where I was going. I'm just glad it was so close to a save point, or I might have gotten too frustrated with it. At first, I thought this might be too hard, but the more I played it (many, many times), I changed my mind. I'm trying to reserve
too hard
status in this mansion for those rooms that I die consistently on no matter how many times I try.

I do wish there was at least a one-block safe spot on the right side of 15708, because if you die in that screen it puts you back to the beginning of 15709, which is a little cruel.

15913 - I managed to nab the money on the left ledge after two attempts. If a key had been there, then that might have been pushing the difficulty I think.

16301 - That was incredibly sneaky... I think it might be a bit too subtle for being such a critical path forward. Perhaps if that tiny little block next to the vine were a little larger, maybe it would be a more obvious hint. I mean, I get that the whole point is for it not to be obvious - that's why it's hard, but still. I would have expected something like this for treasure or a secret, but not a key.

Also, was it intentional to allow that small space at the top to lead all the way to the ladder? This may end up being affected if Vern decides to prevent ladder access from the middle.

16309 - Unnecessary save point? Don't get me wrong - it's nice, but at the end of the keep there was a save point there, and not a whole lot to die from to get back here (at least not a whole lot that the player hasn't already survived).

16499 - Do the conveyor belts in this room really work the way you intended? I'm fine with the trigger that causes them to start half-way, though it does seem like a cheap trick. What I'm talking about is the combination of the two triggers somehow mean that when you leave the room and return, the trigger that starts the belts never fires again. It would have made more sense that once started, the belts would always run.

In the editor, I swapped the flag
Action is permanent
to see if this would create the behavior I expected, but it didn't. So... I guess I don't understand the trigger behavior here.  Undecided

16503 - I was also unable to get the money bag on the conveyor belt. I tried from the two left entrances to the room, and nothing.

16504 - Just noticed a possible game glitch that worked in my favor. I was on one of the glowing platforms, and while I was throwing the switch it vanished under my feet. Immediately, I pressed jump and arrow to the left, and as soon as the switch was done, Jack was allowed to jump while there was nothing under his feet except water. Cool.

16706 - It's possible for Jack to climb the far left vine, and jump up into the ledge above completely bypassing the zappers. Unintentional, right? It definitely made things easier. [Looking back at the other comments I see it was the overlapping layer issue, Missy mentioned]

17511 - BBB: More time traveling... 1672 should be 1872 (I think...)

17514 - BBB: truely should be truly


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#15
Hard

15104 - I think the barriers for your platform might be broken in this room. After very little time, the platform ends up stuck in a pattern that puts it out of reach in the upper left-hand corner of the room - useless. I had to  sacrifice a Jack to get past this room. Did I miss something here that would have gotten the platform back on track?




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#16
That's Rob, I'll make changes to to Leofani with your comments. Smile
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