Framing levels in terms of "good" vs "not good" is the wrong approach from the start, that reduces them to the metric of game design convention (which is a perpetually-evolving body of theory primarily geared toward mass appeal) as some implicitly objective measure of a level's merit. And I'm saying this as someone who didn't just armchair dev from the sidelines but actually is responsible for that kind of formality creep in A2X2.
I haven't actually watched yesterday's video yet but I did binge betterified 6 over the weekend so I'm close enough
EDIT: okay I just saw it and it's pretty fascinating. also ell yea trans rigts
video 12-flavored raocow wrote:Ohhhh, is that the thing we had planned for A2XT where every level has all the switch palaces but as soon as you get one switch they're kinda locked away or something?
First time I'm hearing about this. Was it an idea for Episode 1 or something y'all wanted to do early in Ep. 2 planning before Hoeloe and I got involved? (For the record, you can do actual SMW switch palace levels in SMBX nowadays, not just 1.3 switch block ones, but like all of the non-castle A2X2 levels either predate them or otherwise didn't use them so for an industry-standard wannabe project like ours there was no sense in adding palaces after the fact.)