Thank you soldiers
KnotAlive
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Begining:
I really like Danis videos and his games, I just wanted to get my two cents into this. (Most of it's just small things or things I'd do differently)
Underline:
Karlsons difficulty is rather high and not because of just level design as a lot of it comes from the floaty mid-air movement and sticking to walls. To elaborate: The next to nonexistent mid-air control is quite an annoying problem when playing a parkour game with some bigger jumps and this lack of control carries over to sliding. Every time I get close to a wall i stick to it for a wall run. The sticking to walls is only made more apparent by the fast movement as you slide into walls and stick to them, it also happens the most in the escape levels as they are set inside in tighter areas. I like the challenge, it makes you feel more accomplished when you finish a level and the fast pace keeps dying over and over again from becoming irritating.
Level by level:
Sandbox:
- Tutorial: It's pretty thorough except for things most people will be able to guess, like that you move with the W,A,S,D keys and jump with Spacebar. Although I think the swing onto the final platform is a bit difficult for a tutorial level.
- Sandbox 0: It lives up to its name as it gives the player multiple option for completing the level and when you start the level you are immediately greeted with a box diverging into two paths showing you right of the bat that you have multiple options. My only gripe with this level is the some platforms are a little high for just a jump causing you to take an extra second to climb onto the platform but that's just a nitpick.
- Sandbox 1: This level is also pretty good, giving you plenty of options as the title suggests and I don't really have any gripes with this level.
- Sandbox 2: The first problem I encountered was the long wall run, it's weirdly sensitive and you easily go over the wall if you just push forward you're going to go over it so you have to tap it to keep at the right level. Past the wall run I found some jumps that I thought where impossible until I realized that I had to go get a shotgun from the section to your left to boost jump over. Then there's the long jump to the milk platform which is annoying because of the floaty mid-air controls.
Escape:
- Escape 0: This is a fun level and possibly my favorite of the levels made so far. The only part I dislike is the start when you're supposed to wall jump out of the room; You start at a weird place so you're unable to just move forward and wall jump from there, this makes it a little less intuitive and slows the pace down a bit.
- Escape 1: I think the first enemy should spawn more in front of you so they're easier to see and tackle. The lava parkour at the end of this level felt out of place as you have to slow down to go through it properly which is a huge contrast to the rest of the game and this level, if the platforms where a bit larger and spaced apart a bit more I think this part could have meshed well into the rest of the level as a fast paced parkour part.
- Escape 2: I like the idea in this level but I think there are still some problems. Some problems like the swing around the wall being a bit to close in my opinion and should be further towards the walls end. I would sometimes bounce to far at the area where you bounce from one yellow pad to the other and you can't really control that to well as the player. (+I think it would be more interesting if the grappling gun dragged things towards you as well as you towards it)
- Escape 3: The only thing in this level I think could be improved upon is the little parkour section in the second room. The distance between them is just a bit off so it's easy to over shoot or under shoot if you're trying to go from the first to last platform.
Sky:
- Sky 0: The fact that you start with a shotgun equipped here makes me wonder why you don't start with a grappling gun already equipped in Escape 2 but that's just a nitpick. The difficulty jumped quite drastically between Escape 3 and Sky 0 which can make you feel like you're not progressing or learning from the previous levels, this can make you quit as you may not feel adequate for the game and like it's to much for you. The platform recoil jumping feels quite unfair and I would say that giving the player a little more mid-air control would solve this, except for that I did enjoy this level and keep trying to do it in different ways.
- Sky 1: I don't find anything wrong with this level in itself but playing through it made me remember one thing, the sliding. The sliding is hard to control, at least when it comes to direction.
- Sky 2: At the start of the level there is a part appears later but with actual stakes, this is the best way to introduce someone to something new in a game without breaking flow, although this isn't the newest concept at this point it's still worth mentioning. My only criticism here is that the landing platform before the spinning room is a little small. Oh and I found a bug here, sometimes I can shoot through the first window, this was the only bug I found and it's nothing big or problematic.
Ending:
Despite my criticisms I still like this game, even in this state. I can't wait to play the full version. I really enjoyed replaying this game for my review of it and I don't know if anything I said hasn't been said before or if Dani already knew all this but I still enjoyed making this review and I hope all of you have a wonderful day.