![]() ![]() It's another thing that could lead to terrible assumptions and misconceptions about the game. Please for the love of goodness reword this (the part related to points). I suggest either removing this room or modifying the layout such that the logical intended route makes you go through all the dust. I feel like this could lead new players to skip it and go into a completion-over-mastery mindset, which would make them frustrated when they're later forced to master levels in order to progress. There is also another issue I have with this, and perhaps this is the more serious one, which is that if you keep going forward (left) past the NPC you miss the entire up-right section of this room. I think the stuff before this already makes you experiment with the mechanics enough, and this room feels like overkill. Okay so the first thing I'm conflicted about is this room. Woohoo, beta! I'll list bellow my thoughts on random things as I test this. It's easy to see you really care about it and I'm sure the whole community appreciates the effort. Thanks for continuing to work on the game guys. I'd also drop the battle stages but that's just me I suppose. Personally I'd put Branches and Mezzanine behind locks and consider dropping or reworking Development. TL DR: I like most of the new levels but I think the ordering in the hub could use some work. I like all the new lab stages and I think Satellite Debris will be a fun one for new players especially since the tutorial explains boosting from a slide now. The backtracking on Fields will dilute this a bit though. The new forest levels will probably do the best job of pulling new players in since they're very straightforward and thus give you a sense of flow and accomplishment even if what you're doing isn't that hard. For the same reason I don't think any of the battle levels should be in the first tier of stages. I'm sure there's lots of people that can make it looks like a breeze but for me it felt kind of awkward. Mezzanine was the same thanks to all the enemies. I'm kind of out of practise but I've cleared most of the difficults and even I have trouble completing that level with any sort of grace so I can only imagine how new players will feel about it. Some of the other new ones have the same problem like Development. Taken on its own I think it's a really cool stage but as a novice I know it'd put be off since I'd spend the whole thing fumbling around feeling like an idiot. Technically it's a very easy level since there's nothing to kill the player and you don't need to do anything particularly hard but it's tough to build up a good flow on it. Branches is the one where it struck me the most. Part of what drew me into Dustforce so much the first time was the rad, flowy, adventurous and interesting level design in those early levels like Dusk Run and Valley.Īnyway, best of luck guys. But I felt a lot of the time I was being dumped into a big messy room with floating squares and told to clean it. It's obviously important to let new players get a handle on the controls while still feeling like they are progressing, and you've handled that well for the most part. ![]() This applies to some of your new 'super easy' levels too. I felt like I was doing a lot of boring jumping around a small room hitting prisms, and the Combat Tut in particular feels a little tedious. The original tutorial felt very smooth and progressive, even from the very first time I was playing it. I also think some of the tutorial levels (especially the Combat Tutorial) could be trimmed down a touch to keep up a sense of flow. I think the colour scheme for the first few tutorials could use some work, it's a little hard to make out the NPCs sometimes and it's a little jarring on the eyes. Really loving a lot of the changes, especially the idea for new tutorials. ~ Multiplayer: When 'parrying' or 'clashing' attacks, janitor characters gain super while evil characters do not.Īfter a little more testing, it sometimes seems that one character just gains a ton of super from clashing while the other doesn't gain anything. ![]()
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