I've seen similar concept in a flash game called "this is the only level". This game is different in that he level is mush larger with a lower variety of rules and an emphasis on exploration over a quick gimmicky set of platforms. I'd being interested in seeing the concept applied to rougelikes, an inversion where the level is meticulously designed, but the rules are completely random each time.
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Same Level But's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #999 | 3.584 | 3.778 |
Overall | #1317 | 3.022 | 3.185 |
Originality | #1398 | 2.951 | 3.111 |
Design | #1470 | 2.530 | 2.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I like how the new rules allow you to play the level in new ways.
It's very hard and I think that the level was too long to beat so it was slightly frustrating but the idea is really cool :)
The jumping enemies thing was a little too hard, until I learned I could fool them by doing a micro-jump, and then it got easy and I felt like I was missing out on some of the challenge. My advice is if you want to add brutally difficult elements to your game, give some kind of long way around it that's inconvenient enough to encourage players not to ignore it, but not so much that player won;t be able to access the game if they can't beat the challenge. My game The Sad Duo is a game about being alone in a two player game and so has puzzles that seem impossible to solve, and that's why I had them be optional instead of block progress with them
Movement feels unresponsive you could try and add a variable jump arc for more player control and the enemy behaviour is not consistent, sometimes they fall of ledges some times they don't sometimes they turn when they hit a wall and sometimes just on random spots which leads to a frustrating experience. If all enemies behaved in a predictable pattern players could use thier knowledge of their behaviour to complete the level. As of now its a guessing game of how they will react to the environment.
Thank you for the constructive criticism! You're spot on with the enemy behaviour, I decided to make them change direction after a random amount of time within a range. This range was different for each enemy and created even more inconsistency than having random intervals. This was definitely a bad move, but I'm glad I made it now and know not to pull it again. I don't get what you exactly mean by variable jump arc. Mind elaborating?
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