Episode 1 Level Review Thread
- Mabel
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
last i tried it was without any powerups...
its really, really hard. the sheer speed science moves just makes those shots feel random and really hard to read.
its really, really hard. the sheer speed science moves just makes those shots feel random and really hard to read.



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Septentrion Pleiades
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
Mabel, your post is a bit ambigious. Did you mean you tested the newer version(which has the power up) without power-ups? It could have also mean you did the old version(which doesn't have the power up)
One last point: This is the first boss where you don't have to play through a level again when you die..
- Mabel
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
I played the one without the powerups available.



- ztarwuff
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
Right, I'm testing the version of the Science Battle with the powerup, which I only found after trawling through the Post your Levels thread. Your wiki page still has the old version to download.
I'm going to put it all in spoilers, because I had a look at how the fight was constructed and want to ask details about its construction.
I have mixed feelings about this battle.
In theory it's not difficult, but in practice you just have to decide when would be a good chance to have a go at hitting the boss and those opportunities don't seem to come about very often. It's more frustrating than difficult because the fight forces you to fight conservatively, but when you do that, you miss all sorts of opportunities and you kick yourself for not taking them.
I'm going to put it all in spoilers, because I had a look at how the fight was constructed and want to ask details about its construction.
In theory it's not difficult, but in practice you just have to decide when would be a good chance to have a go at hitting the boss and those opportunities don't seem to come about very often. It's more frustrating than difficult because the fight forces you to fight conservatively, but when you do that, you miss all sorts of opportunities and you kick yourself for not taking them.
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Septentrion Pleiades
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
Ok, from playing the mid-game Science battle:
Spoiler - but I want everyone bar raocow to read it:
As for the final battle:
As for the final battle:
The first thing I would do with infinite power would be to make myself a cave where I could look at my shadow forever.
<- Go team Yeah Doctor Shemp.!
<- That's everyone being nice to me. ^^
I made a game called Utter Confusion! Play it! :D
It's a lot of fun and has been incredibly popular at every indie game dev party I've brought it to.
<- Go team Yeah Doctor Shemp.!
<- That's everyone being nice to me. ^^I made a game called Utter Confusion! Play it! :D
It's a lot of fun and has been incredibly popular at every indie game dev party I've brought it to.
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Doctor Shemp
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
I haven't played the boss and don't see that much point in doing so since I'm terrible at custom bosses and really bosses in general regardless of how hard they are (and so would not be a good judge of the difficulty) but I just want to say that the creator of a level is always the worst judge of how good or hard something is, and should always value the opinions of others above their own. I'm not just picking on Sep here, this applies to everyone on the dev team including myself.
- SAJewers
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
Starting to think it might be a good idea if people go test the Final Level Boss for Difficulty as well?
- docopoper
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
I've played it quite a bit and I honestly cannot beat the miniboss or second phase. And I honestly don't want to either, I feel like the final boss's first phase is pretty fun now that I minimised the hitboxes - but the second phase makes it too hard and long, and the miniboss itself isn't fun at all.SAJewers wrote:Starting to think it might be a good idea if people go test the Final Level Boss for Difficulty as well?
It takes ages to get back to the miniboss from the start and the boss itself ends up making me hope that I survive what feels like randomness followed by hoping I don't get hit by the randomness coming from the boss while attacking.
The first thing I would do with infinite power would be to make myself a cave where I could look at my shadow forever.
<- Go team Yeah Doctor Shemp.!
<- That's everyone being nice to me. ^^
I made a game called Utter Confusion! Play it! :D
It's a lot of fun and has been incredibly popular at every indie game dev party I've brought it to.
<- Go team Yeah Doctor Shemp.!
<- That's everyone being nice to me. ^^I made a game called Utter Confusion! Play it! :D
It's a lot of fun and has been incredibly popular at every indie game dev party I've brought it to.
- SAJewers
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
What recommendations do you suggest then on making both better?
- docopoper
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
I was trying to think of that for ages (which is why I took so long to just call for a cut).
The big problem is that the miniboss is arguably twice as hard as a boss that was previously an entire level earlier in the game. That in itself feel like way too much to put the player through, and I still haven't managed to beat it without god mode.
The second phase of the final boss also just feels gratuitous to me. The final boss is already quite long and hard and the second phase is basically "Good, now do it again without a break but with more stuff shooting at you".
I feel this level is simply asking too much of the player for too long. To the point where player endurance comes in as a serious problem. If you can make the miniboss be miniboss difficulty (that means easier or just as hard as the encounter earlier in the game) - then I'd be ok with keeping that.
I think the second section to the main fight should just be cut though. When I finally managed to scrape my way past the first section (where it actually feels like you won) - I was honestly kind of horrified when I found out that there was an even harder and longer phase afterwards with no checkpoint whatsoever.
Honestly though - even having a checkpoint half way through the boss wouldn't fix it - because the second phase feels pretty much the same as the first but with more stuff flying at you.
The big problem is that the miniboss is arguably twice as hard as a boss that was previously an entire level earlier in the game. That in itself feel like way too much to put the player through, and I still haven't managed to beat it without god mode.
The second phase of the final boss also just feels gratuitous to me. The final boss is already quite long and hard and the second phase is basically "Good, now do it again without a break but with more stuff shooting at you".
I feel this level is simply asking too much of the player for too long. To the point where player endurance comes in as a serious problem. If you can make the miniboss be miniboss difficulty (that means easier or just as hard as the encounter earlier in the game) - then I'd be ok with keeping that.
I think the second section to the main fight should just be cut though. When I finally managed to scrape my way past the first section (where it actually feels like you won) - I was honestly kind of horrified when I found out that there was an even harder and longer phase afterwards with no checkpoint whatsoever.
Honestly though - even having a checkpoint half way through the boss wouldn't fix it - because the second phase feels pretty much the same as the first but with more stuff flying at you.
The first thing I would do with infinite power would be to make myself a cave where I could look at my shadow forever.
<- Go team Yeah Doctor Shemp.!
<- That's everyone being nice to me. ^^
I made a game called Utter Confusion! Play it! :D
It's a lot of fun and has been incredibly popular at every indie game dev party I've brought it to.
<- Go team Yeah Doctor Shemp.!
<- That's everyone being nice to me. ^^I made a game called Utter Confusion! Play it! :D
It's a lot of fun and has been incredibly popular at every indie game dev party I've brought it to.
- SAJewers
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
The miniboss section should have generated projectiles you can throw via the grass. Is that still not enough?
- Mabel
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
Could we just remove the miniboss part altogether? because the actual boss phases by themselves should be more than enough on their own especially considering their difficulty...(which to me atm is just hard enough without it being straight up unfair)
I guess, if you do it right the boomerang thing should be enough to nearly 1shot each minibossSAJewers wrote:The miniboss section should have generated projectiles you can throw via the grass. Is that still not enough?



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Septentrion Pleiades
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
I decided to reduced the hitbox for the science mini boss shots to 10x10. This means it's easier to attack and there is less repercussions to attacking.
It the OW fight, Sciences give sound cue to telegraph what state he is in. I also removed most of the solid blocks so it's easier. These change should make attacking much easier.
For the final level, his attack hitbox should also be reduced, but I don't feel like uploading a completely new version of the final battle just for that small change. I will be uploading a new version of the OW science fight soon.
It the OW fight, Sciences give sound cue to telegraph what state he is in. I also removed most of the solid blocks so it's easier. These change should make attacking much easier.
For the final level, his attack hitbox should also be reduced, but I don't feel like uploading a completely new version of the final battle just for that small change. I will be uploading a new version of the OW science fight soon.
- SAJewers
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
Can someone test that then and see if it's any better?
- Mabel
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
well im pretty terrible at it but I can consistently land at least 2 hits now before dying...
so its probably fine now....
so its probably fine now....



- SAJewers
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
1)Didn't follow the filename convention, fyi.Septentrion Pleiades wrote:Easier version of Science
http://www.mediafire.com/download/jwc5f ... e%20v3.zip
2) IMO there should be some bit of text at the start that at least make it slightly more obvious when to hit Science, otherwise I just see raocow flailing about for 20 minutes.
3)Maybe consider increasing the length of time when you can hit Science?
4)Maybe consider as well using LunaDLL to filter out any powerups they have, then give a powerup at the start, so that the player has 2 hits for this.
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Septentrion Pleiades
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
1) It never did as it was sort of an unique concept when it was first submitted.SAJewers wrote:1)Didn't follow the filename convention, fyi.Septentrion Pleiades wrote:Easier version of Science
http://www.mediafire.com/download/jwc5f ... e%20v3.zip
2) IMO there should be some bit of text at the start that at least make it slightly more obvious when to hit Science, otherwise I just see raocow flailing about for 20 minutes.
3)Maybe consider increasing the length of time when you can hit Science?
4)Maybe consider as well using LunaDLL to filter out any powerups they have, then give a powerup at the start, so that the player has 2 hits for this.
2) Their is a sound to indicate when he is more vulnerable. Right now it's the demo hurt sound which sound be noticeable. I don't think it's necessary to have text explaining it.
3)currently it's 5 seconds, preceded by a rapid slowdown of 3.5 seconds. I could easily extend his vulnerability time, but I'm not sure by how much would be best for it.
4)I was never a fan of power up filters. If I could use it to get rid hammer hammer suit then yes, but I don't have a problem with the player going back for a mushroom of a leaf. I would prefer to give the second power up after the player survives a while.
I'm leaning a bit more towards increasing the vulnerability time, although it is possible to decrease he speed during that time. I did design him to be flexible, including he movement "AI" so that he could have multiple appearances. Decreasing his default speed might work well for the final battle if people still think that he's to hard.
For the OW fight, I want to give a feeling of being more like demo than a normal boss. He constantly fights back even when he's "vulnerable." The 5 second time can be increase to 6 or 7 which would be a major difference in game play. He should still be challenging.
Does that mean you are beating him? I think he might be good were he is at. You could pretty much defeat him if you "go back" for a mushroom, and it wouldn't even be hard if you bring a leaf.Mabel wrote:well im pretty terrible at it but I can consistently land at least 2 hits now before dying...
so its probably fine now....
- SAJewers
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
1) All the other fights follow the format, including the version of this in the DevKit.
2) I seriously doubt anyone would know or realize what the sound effects were for.
3)I would extend it. The few times i tried, I got screwed by him jumping or something, and was forced to wait around for him to slow down again.
4) I'm only suggesting that because otherwise most people would just farm for powerups elsewhere to gain more hits against the boss. Filter out all powerups then give 2 right at the start so they can't do that.
2) I seriously doubt anyone would know or realize what the sound effects were for.
3)I would extend it. The few times i tried, I got screwed by him jumping or something, and was forced to wait around for him to slow down again.
4) I'm only suggesting that because otherwise most people would just farm for powerups elsewhere to gain more hits against the boss. Filter out all powerups then give 2 right at the start so they can't do that.
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Doctor Shemp
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
Just watched your playthrough of "A Short Stroll". You don't have the most current version. The most current version is just a few more graphical changes but still I'm going to point out that it exists. Also,SAJewers wrote:Went through all of world 6.
- Diggertron
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
Can I have some people give feedback on the latest version of my level please?
Skynet.That makes raocow a victim of proprietary software.
- Joseph Staleknight
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
I tried doing that on my end, but somehow the ghosts won't despawn.SAJewers wrote:Slide Like You Mean it - When you Kill Lakitu, hide the Spawned NPCs to get rid of all the Ghosts.





- Joseph Staleknight
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Re: A2MBXT Level Review Thread(EP1 LEVEL BUGS DON'T GO HERE)
SAJewers wrote:Curtain Tortise - Make Toothie ungrabable. There a number of sections that could be made easier.
- Chainsaw-grabbing issue's been fixed.
- On the difficulty, I noticed you had the most trouble with the first block shooters in the early section, so I tweaked it to make their blind spot bigger. I'm not sure about the other sections since they are meant to be difficult, but that first one definitely needed to be modified.







