[quote="deadeye":3u8qwooz]As for the whole falling off the bottom thing, not being able to move forward when you're off the top of the screen is a real pain in the ass. You can get stuck and not be able to advance in the level because the next platform is too far to drop onto. In my opinion, you should do one of two things:
1. Don't allow falling off the bottom. Just make it instant death, and instant restart of the level. Since falling means you'll probably have to restart anyway, automatically doing it for the player will cut down on frustration.
2. Every time you fall off the bottom, you lose a star (or maybe all of your stars?). Counter-balance this by allowing the player to move wherever they want to when falling back into the level. Since the goal is to get as many stars as possible, it's a fair trade off because people wouldn't be able to "cheat" to get past a tough part, but they can still at least finish the level. <-- better option imo[/quote:3u8qwooz]
I was wondering if I should just change it so you could move the respawn arrow anywhere. But of course that would make falling down more of a feature, without any penalty (apart from the time you're losing).
I think your idea of losing a star sounds about fair. I will most likely include it in the next build.
[quote="deadeye":3u8qwooz]You need slightly more time to react to the mines. They go off way to friggin fast imo. Or you could start them off slow in lower levels and make them quicker in higher ones. And give them some kind of visual clue as to how much time they have, like a number that counts down or a meter that ticks off notches or something.[/quote:3u8qwooz]
Not so sure about this. I like how the mines work right now. You come too close, see the light turn red and boom. Do you suggest making just the time longer they take to detonate or changing the range within mines detect the player too?
[quote="Noga":3u8qwooz]It's quite difficult, but still ok. How to finish the Small level?
I love the explosions.[/quote:3u8qwooz]
It's not supposed to be easy.
Check out one of the videos in the first post, it shows how to beat level SMALL. Thanks for playing!
[quote="deadeye":3u8qwooz]Also, if the player gets rank 3 or 2, have an option on the results screen to "Retry" "Next Level" or "Exit" (to menu). If they get rank 1, obviously it should only say "Next Level" and "Exit.[/quote:3u8qwooz]
Yes, good points right there. Was slapping the results screen on last minute before I uploaded the first public release, so something should happen there like you said.
[quote="deadeye":3u8qwooz] If they blow up from time running out they shouldn't get any ranking results at all, but a fail screen asking to "Retry" or "Exit."[/quote:3u8qwooz]
Right now Rank 1 is for reaching the exit and collecting all stars. Rank 2 if you don't get all stars, but still reach the exit. And you come in third if you don't reach the exit at all, which means the wall of explosions got you good. Maybe the RESULTS text in the background should say something according to your ranking... like FAIL if you come in third. And WINNER if you finish with all stars.
[quote="deadeye":3u8qwooz] And if it were my game, I'd lock levels until you've beaten them once so you can't skip ahead.[/quote:3u8qwooz]
Yes, but right now there is no sense of continuity. Levels don't belong together, that'll be the campaign mode. Single play is just for playing any level someone made. But it should have the campaign levels unlocked for single play once you beat them I guess.
Thanks for putting so much thought into your comment deadeye! Detailed feedback like that is what's needed to get ahead in development.