Your level:
I think you need to get rid of the foreground eye-candy and perhaps darken the background eye-candy. Levels that are easy on the eye could be more preferable, especially if they are multiplayer. I learned that the hard way.
You feel the flow isn't right, probably because there are no slope tiles on the edges of the platforms.
Please make sure that springs don't overshoot platforms too much without a good reason.
Level-making advice for standard battle levels:
Functionality could be very important, which means levels with areas that cater to many different situations might be preferred. Evading shots, performing tricks while running and shooting etc are examples.
Access-ability could also be very important, which means how a level allows a player to reach areas could determine its desirability. Routes that extend all around the level, central hubs etc are examples.
Tricks and strategies can make battle or most other types of levels more interesting.
Last edited by FireSworD; Oct 25, 2019 at 03:41 PM.
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