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MAGMML3 #92 - Conveyance Of Directionality Strikes Again 

DoctorNovakaine
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This stage makes my head hurt. The first half of it in particular. Once the proper background track kicks in, it stops being quite so annoying to figure out, but early on trying to figure out what the stage wants from you is a pain in the tail. There's zero way of intuiting which teleporter takes you to the 'third' token (which is actually the first chronologically) and which bypasses it. All of the frustration of the preamble makes it harder to appreciate when the stage hits its stride. The boss is decently done, if extremely random.
Also, I am once again asking people to stop trying to force stage names. It's obvious here that RandomMcSomethin came up with the name before designing the stage and then tried to make a tortured acronym to justify it. Don't do that. A good stage name should give your player an idea of what to expect. Mega Man tends to not have stage names for the most part, just Robot Masters, but you can always count on that Robot Master to show up. If you're going more descriptive, actually BE descriptive! A name that makes no contextual sense just leaves players wondering what the deal was.

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16 окт 2024

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Комментарии : 2   
@Gamesmarts194
@Gamesmarts194 8 часов назад
This level was so confusing to navigate on my first run, and this is coming from someone who figured out Temple of Light and Darkness pretty readily. It’s way more straightforward than it your first impression would seem, but you know what they say about your first impression. (And considering you made a straightforward level confusing to navigate… well I probably don’t need to say why that’s bad. And as much as I love Temple, I’d say the exact same thing about it.) A lot of it is owed to the fact that so many areas look way too open, so it feels like the level could go anywhere and thus never really funnels the player into a single direction. Biggest example is the first Magma/Solar Man room you get teleport to. Literally the entire right half of the room is just the insta-kill floor without a wall to tell you not to go that way. Yet for some reason the way forward only has a tiny “smaller than Mega Man sized” crack in one of the platforms to tell you that it IS the way forward. I also remember distinctly that I jumped into the pit in the first room (okay second; first room is just a spawn room) of the Sheep Man area because the switch blocks were sorta blocking the floor, and between either being on the wall or being on the floor, I thought this was the level’s say of conveying that there was a split path. Nope, I just jumped into the abyss! (Though at least the checkpoint was the room prior so I barely lost any time.) I’d also mention visual cohesion as a way to give the player a sense of semblance, but that’s something that gets thrown out the window pretty quickly. And not to say that it won’t and can’t work, but in a lot of cases it needs almost everything else to pick up the slack and that’s just not what happens here.
@DoctorNovakaine
@DoctorNovakaine 7 часов назад
A confusing challenge to navigate is especially bad for folks like me, who already have a disastrous sense of direction as it is. And when there are already multiple paths and no clear indicators of what counts as lateral versus forward...yeah, that's a problem! But that two-teleporter choice is particularly bad. The teleporters aren't demarked in any way that clearly tells you whether they go forward or sideways (they do look different but most of the teleporters in the stage do, so that doesn't help). Neither of them is really hidden, and neither of them clearly requires more effort to get to, and there's no visual information right after either one to tell you whether you've made the side path vs. forward path choice - but, if you choose the forward path, you're locked in. It's an egregious misstep that frustrates the player for essentially having to flip a coin and pray, rather than having the stage give them information so they can determine what they want to do.
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