- The player spawning point seems to be incorrect
- In the blue room before the midpoint, you can fall through the floor right to the warp 8 pipe (you used a background element when you should have used blocks).
- Some cutoff. For example:
- The last puzzle of the red-blue section seems to be easier if you're small.
- For some reason, it looks like throwing this POW block on top of that vegetable crashed my game:
- Some of the kill rooms in the red-green-blue section don't end when they should.
- Overall, a really enjoyable fast-paced level with some good level design. I also like the multiple paths approach. I approve.
- In the blue room before the midpoint, you can fall through the floor right to the warp 8 pipe (you used a background element when you should have used blocks).
- Some cutoff. For example:
- The last puzzle of the red-blue section seems to be easier if you're small.
- For some reason, it looks like throwing this POW block on top of that vegetable crashed my game:
- Some of the kill rooms in the red-green-blue section don't end when they should.
- Overall, a really enjoyable fast-paced level with some good level design. I also like the multiple paths approach. I approve.
- The right level boundary in section 2 needs to be pushed right a little, or else you can't proceed.
- Can't really test this since I'm only one person and this seems to require 2 players. Player 2 can't enter the first door anyway.
- Can't really test this since I'm only one person and this seems to require 2 players. Player 2 can't enter the first door anyway.
(the names of the .lvl file and the folder don't have the right format)
- The first section's level design is slightly nonsensical and the second section is not very interesting
- This isn't terrible, but it's a bit under the standards that we have for this game.
- The first section's level design is slightly nonsensical and the second section is not very interesting
- This isn't terrible, but it's a bit under the standards that we have for this game.
- The first invisible block in the large room ceases to exist once you hit one of the switch blocks. This makes the rest of the room completely inaccessible for Demo and raocow.
- This level could really, REALLY benefit from Lunadll.
- Due to a lack of enemies and NPCs, the large room feels really barren.
- I didn't get past the large room. At some point, I felt like I was wasting my time.
- This level could really, REALLY benefit from Lunadll.
- Due to a lack of enemies and NPCs, the large room feels really barren.
- I didn't get past the large room. At some point, I felt like I was wasting my time.
- The player starts in a very pointless section where you're on a slow moving platform.
- The fake hammer powerup trap is just kinda dumb. It would be more interesting if the player had a chance of avoiding it the first time he activates it.
- For the flower trap: please note that the POW block doesn't kill skeletons if they're collapsed. This means that you can be in an unwinnable situation where there's only a skeleton left and no way to defeat it.
- The music in section 1 wasn't set to "custom". If this is intentional, then the current music choice is not super appropriate.
- The cannon graphics in the part after the midpoint are broken.
- The level design in the first part (before the midpoint) often feels like it relies too much on enemy spam of one type of enemy at a time.
- The fake hammer powerup trap is just kinda dumb. It would be more interesting if the player had a chance of avoiding it the first time he activates it.
- For the flower trap: please note that the POW block doesn't kill skeletons if they're collapsed. This means that you can be in an unwinnable situation where there's only a skeleton left and no way to defeat it.
- The music in section 1 wasn't set to "custom". If this is intentional, then the current music choice is not super appropriate.
- The cannon graphics in the part after the midpoint are broken.
- The level design in the first part (before the midpoint) often feels like it relies too much on enemy spam of one type of enemy at a time.
- The invisible room has some visible slopes with cutoff.
- In the bullet spam room: Getting inside the second bullet line without getting hurt is a bit difficult.
- The room with the boxes is way too nonsensical.
- The horizontally-moving room can easily glitch-kill you. Also, the warp out of the room doesn't move with the moving layer.
- I think this level definitely has some potential (if those problems are fixed).
- In the bullet spam room: Getting inside the second bullet line without getting hurt is a bit difficult.
- The room with the boxes is way too nonsensical.
- The horizontally-moving room can easily glitch-kill you. Also, the warp out of the room doesn't move with the moving layer.
- I think this level definitely has some potential (if those problems are fixed).
File download doesn't work?
Accident :
- Oh man, Commander Keen!
- An amusing little maze-like level with a surreal feel to it. It's pretty great. I'm not sure what more I can add.
- An amusing little maze-like level with a surreal feel to it. It's pretty great. I'm not sure what more I can add.
(as an aside, I made (but didn't release) a re-creation of the first level of the first Commander Keen a while ago. Maybe we could use it as the mandatory world 1 nostalgia area in episode 2)
DAMNage and Damnation :
- Some parts feel somewhat empty and would greatly benefit from having more enemies (for example).
- I'm not sure how I feel about the long jump from the first red shell shooter. It's kind of an awkward semi-blind jump.
- Otherwise, I think it's okay.
- I'm not sure how I feel about the long jump from the first red shell shooter. It's kind of an awkward semi-blind jump.
- Otherwise, I think it's okay.