Being someone who ordinarily designs bullet shooters and RPGs, I find I'm pretty ass at level design- design that doesn't require horrendous amounts of backtracking and "oh god gotta check EVERY GAP in case there's something back there" moments
This is a picture of Dungeon Quest Man's Primary Sector.Simple enough.Here's the Secondary Sector, which requires you to collect keys because the way out is locked.You can't quite see them, but several areas are dotted with a horrible monster that runs around on platforms faster than you normally walk and jump around randomly.They're smart enough to not fall off the platforms and also they don't jump if they're too close to the edge.They have low defense and health, but getting hit by one stings like a bitch.There are also slimes on tiny suspended platforms. If you hit them with a jumping attack, then the game gives you a bit of recoil and you'll fall off if you don't catch yourself.I was thinking that the Tertiary Sector could have hidden keys and switch puzzles that move around parts of the level, and the Quaternary Sector would have mindscrewy things like gravity flippers and protagonist-launching cannons.Still can't tell if this is supposed to be a platform RPG, or a Marioesque with RPG elements.*shrugI'm gonna go and research better level design or something.
You're better than me. Remember Monochrome?
Tip: play bad games. Learn from their mistakes. A lot better than making your own mistakes, especially in terms of time efficiency.
but i play my own games all the timeI'll have to think of a few, but thanks.I can direct you to my website.
Ehh.
I've seen worse. If you could automate the flow of movement ie(build the level in a way that pushes the player the right way) you cloud probably get away with any kind of level design.Looking at it from this view it kinda looks like Kirby style level design.