15695 - Red bird too fast for hard it seems
- Save point too early? (I noticed you have lots of save points. Not sure if it's necessary.
Yeah.. I agree about the bird. I avoid it only about half the time. The other times I rely on the various shields scattered about to see me through. I slowed it down to 2. It seemed a bit easier without being too easy. Maybe that's good enough.
I also agree with the save points. I put a lot in early, mostly because I like being able to save my progress as a player, especially in areas where there are a lot of dangers. One thing to note, just because a Save point is accessible doesn't meant it necessarily has to be used right away. There are mansions in the original game have have a few bunched together. Even so, there are probably still too many.
Some are behind the yellow doors (though rarely overtly), because I was using them as an extra non-monetary way of rewarding players who went to the trouble (and probably lives) to open those doors. As a general rule of thumb (mostly established by Vern in this mansion), there is at least one save point at the end of each area/section. I added a few others, and I'll look at removing some of them. I've already removed two.
blah, blah, blah - the truth of the matter for this room I was deliberately being a little vicious. There were originally two birds in this room, one on the top and one along the bottom. between the birds and jumps this room was HARD, and just when Jack is getting ready to leave, i used that trigger to show the save point which leaves the player with an awful dilemma. The player has just finished the room, does he really want to cross back over to the save point (of course they do!). It was an ugly way to convince the player to endanger themselves again. Anyway, this room is easier than it was.
15696 - Perhaps sync the platforms? They seem a bit sloppy, not offence. (Maybe two slow, two faster?)
I originally thought making the speed different for each platform would make them more challenging - more unpredictable, with no clear pattern to follow. that was the intent, so I guess in a way they were deliberately sloppy. Anyway.. I played with their settings, plus a slowed the bird down a notch as well.
15897 - A better hint for a bigger spider? It's really close to that lever there. Maybe have a layer six block gone so you can see its leg?
Seriously? I guess it didn't strike me as particularly difficult for the HARD level. I mean I tried to telegraph it from a long ways away... Tight space, Big web (used fairly consistently to indicate large spiders) positioned right over a tempting sprite. But OK... I did open a single square.
Funny thing though.. when I originally put it there, I realized that no matter what i put on the sign, people would complain about the spider. I could have written,
look up, ya great dunderhead, there's a bloody big spider getting ready to nosh on your noggin when you throw that switch!
and folks still would have run into it... probably. Maybe it's just me, but on a hard mansion, I check every large web for spiders when walking underneath. Oh well.
15896 - Quite hard to get the timing here right to get across. I would suggest dropping the skull spider.
It's supposed to be ;-) The shield that you got on the ride to get here should have come in handy. Anyway. I moved the spider to the ground where I like it better anyway.
16098 - Your ladders seem incomplete. There are no tops.
Yep, guess I missed those. Fixed.
16097 - Your vines seem incomplete. There are no bottoms. :o I like this room. Good difficulty for hard.
Thanks... I've gone through and revisited all rooms with vines. Ugh.. I really hate building vines. Too bad there isn't a rope alternative - something easy like the poles, but for climbing.
16096 - Coming from the right the player doesn't have much reaction time stop before falling in the lava. I would suggest no lava pit + platform. Maybe just a spider.
If this were normal I'd agree. If this were an exit that the player hadn't already entered through, then I might also agree. Though I did go with various creatures in this area, I'm not a real fan of them in Hard levels, mostly because once they die they can't kill again. I reworked the room slightly. It's still rough, but there is no moving platform now, and I've extended the ground from the door out a bit. In the moving platforms place are some falling platforms.
16095 - Climb to the top of the vine, there's nothing there, but you can still climb farther then you should…
Well... there did used to be a secret up here along with a mostly useless triggered action. As part of the fix, I got rid of all of that, and made it so you can no longer climb that far.
16094 - The platforms here are really cool, especially the way they go away, but I find it a bit strange for a built-in mansion. I would suggest deleting them and having the ground a continuous zapper beam.
I didn't want to use the zapper beams in this area (though I was tempted)
The narrative I was trying to get across is that the trolls upon leaving would sabotage the platforms so that they can't be easy followed. I'm considering putting the floor back in place. and ensuring that Jack won't be able to follow the trolls down the ladder(s). I wanted a deadly floor to avoid Jack stuck head aches. I need to think about it some more I guess. I actually wish that the triggers could be used to make sprites vanish as well. Anyway. no change to this area for now. I'm going to come back to it.
16093 - Maybe it's me, but I must confess I am afraid of the dark (in MM). This room there is way too many ways for the player to die it seems and only one way to really win -- now I picked up the silver coins but died by dropping from the vine above it (the one on the extreme left) and could never know there was a platform there… This room seems a bit too hard for hard. I would suggest making it easier.
Ok - I won't argue that this room wasn't too hard, becuase for you it was. I will point out that I tried to use a few conventions - gold key = end of the line, and coin groupings = platform. Perhaps a different arrangment would have been easier.
I did the following: I used moving platforms that were visible at all times, and got rid of the coin arrangment near the platforms (since it was now unnecessary). That may have also been confused with the coins shadowing the vines. I add more coins to the vines so that hopefully it will be more obvious where the vines stop.
As an aside, I will say that I generally dislike dark rooms (mine are no exception), for pretty much the opposite reason I dislike the use of additional creatures in Hard mansions. When you die in a monster room, then the room usually gets a bit easier, in a dark room, the reverse happens depending on how far you've gone when you die. I hate both. I wish there were additional choices when it came to lighting the path, that would not be consumed/taken by Jack when he touched them. That why if you were to die, then you'd be facing the same challenge as you did before you died.
16293 - Freefalling in a built-in mansion...
Ok... Ok... true enough (sigh) I've put a pole for the entire distance instead of just at the end like it had been. It doesn't quite have the same impact you know. Before, there was a split second there when the player thinks,
Holy Crap! I just died... How? Why? Then after plunging in pure darkness for a few screens, Jack manages to land safely. Personally, I think it's golden moment that I might not have done on an Easy or Normal level, but I can see your point. I guess I was looking for ways to surprise and maybe startle the player.
Background tiles in this section seem a bit messy, no offence. I would suggest
cleaning them up a bit.
Are you talking about the tiles in the dark, free fall rooms? With the exception of the eventual room that the player lands in, I never envisioned the freefall areas to be revealed ... ever. Still I did tidy up a bit. I'll need to know some more specifics though.
16894 - Too many goblins!
Yes - lots, but there is no point in mucking about in this room - nothing is to be gained. That's the main reason why there so so many - to discourage the player from exploring. Typically, if the player is quick... it's really not to hard to head down and cut over the the left. No change here just yet.
16893 - Too many goblins! Ahh!
Yes. there are a lot of trolls/goblins (I tend to forget which is which). Think bees in a beehive. That's my mental impression of them in this
world
. In this room, they are little more than moving decorations. They will not affect
Gus" and there's never a case where one of these trolls will enter the area where Jack is guiding the goblin. The spider is the main source of danger here.
16896 - This room is sweet. Having the floor switches suspended like that seems really really strange for a built-in mansion. I would suggest putting some sort of platform under it.
You know.. I completely forgot that I was using switches here, but there was a reason for it. Unfortunately, the reason isn't enough to justify it. I spent some time and redid removing the switches and replacing them with falling platforms.
In this section it seems you're missing the heads of way too many vines.
16297 - If you climb up the vine without a head you will run into lava in the next room. (Ouch!) I would suggest putting a top onto that vine.
Fixed.
The platforms should be above the lava. You can't see them that well.
Fixed.
16494 - Spiders too fast.
Fixed. slowed them down, plus gave them a bit more space.
16498 - Are you meant to come back later for that red key? Oh I see, you come through that door… cool!!
I'm a little confused. You shouldn't have been able to access that red key from area 1. It's only accessible from area 2. Part of the reason it's way out there, is to extend the size of area2, but also to illustrate a short cut which will be handy later in the game when you're out collecting the final keys.
As for graphics issues, yeah. I agree - that's probably my biggest weaknesses. I was actually hoping that once the major issues are taken care of, you might have some suggestions for graphical touch-ups here and there.