Brilliant, you're an absolute pro.
NativeArray
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in your little example there it seems you purposefully dodge the tube. I assume because of the perspective issue, you'd have to have the bottom portion of the tube on one layer and the top portion on another, I actually can't think of an easy way to combat this.
also, what are the cell dimensions for the floors and walls? Its the only one I can't seem to find
Hey wow thank you for your feedback, definitely wasnt expecting people to engage this much. I mainly put it up because my friends artwork was so incredible. But to your question: yes that's all for the little demo. But once I study some more level design I think it'd be a waste of these wonderful assets to not make a more polished set of levels. Any tips for toning down difficulty? I know it's the most common issue for newer level designers
the jumping on a timer really ruins the flow of a platformer, the more waiting in a platformer the less fun. I seen this idea in a few gamejam videos and instantly I thought this. But yeah, another thing is the level design seems kind of arbitrary like you just through together a few platforms. i would look into level design videos on youtube, there are 10000000s of them