View Full Version : Dear Raszlo
11-24-2011, 10:26 AM
Dear Raszlo, you make so many levels and they look good...
but i can't finish the majority if them because they are to hard or rely to much on timing skill or pure luck...
In the game there is no possibility to give comments on a level so i do my criticism here.
Can't u give at least some hints how your levels are 'finishable'...
What i really dislike much are levels where you altered tetrobots run speed to insane!
sometimes it seems to me that one need a special controller (gamepad?) to reach the end... (i am a keyboard player ^^)
Maybe you are a gamepad player and the controls behave different... i don't know...
tector aka Mario
11-25-2011, 07:11 AM
Hello Tector ;)
There are only 3 levels where I modified the speed and only 2 that it is insane and one is called TROLOLO because of it, the second one is kinda for the plot and BTM ;)
Also I am using a keyboard too, I dont even have a controller.
As for the hints, hmmm...
"puzzling grounds" - you have to build a structure of the clay using the doors that will allow you to reach lower left and upper right corners. I think that the solution bight be forgiving a bit if you aren't going for the star, but I didn't really tested it much as it was my first map ;p
"wheee" - well this is ridiculous. Winning is easy, but getting the star or the chest requires speed and a bit of precision. The hint is that you can climb the door by drilling it and use it to grab blocks.
"mama go round" - some speed required but it is rather easy, getting the chest is kinda troll as you have to wait till the ice runs out (don't forget to grab the last block before as it will be blocked).
"the sequence" - this is easier than it looks I think ;p Just run on the clay and see what happens, you should have the image of the route, then just make some corrections. getting the chest just requires you to go back and forth a bit. Be careful not to screw up the very end with the slimes ;p
"gravity insanity" - just take some time to get used to the 'booster', the only puzzling part is the 3rd one, you need 8 wooden and 4 obsidian blocks by the last fire slime without it's bridge being burnt to pass. To get the chest you have to be very quick and precise on the second part.
"ice that matters" - now this is mainly a puzzle level, but it requires some quick E-pressing when you are aiming for the stars and/or the chest. To get the chest you need to have both ice drops blocked, ice cube in the big chamber and 7 spare blocks ;p
"trololo" - speed/luck indeed, the solution is obvious tho
"free hats" - oh so hated map, I probably made the amount of possibilities too low or something because people probably just get it by trial and error ;p Anyway, to get the chest you again have to be quick and precise and get 2 blocks before being smashed by the big slime.
"IDDQD" - Designed to look like speed/luck map, but just google "IDDQD" and yes, it matters ;)
"the dream" - look for the stars when you hit the red ;p Getting chest requires just some playing witht he blocks.
"trololo2" - requires precision when getting the ore - you have to land on the edge of the block so you wont be killed by the lava or the door floor while the workshop is opening. Getting the chest requires another timed jump to land on the erected door and quickly jump of it to reach the higher level.
"aerodynamics mastery" - a puzzle map, nothing really depends on luck or speed here.
"have mercy" - well it's easy, getting the star requires more thinking and some speed tho.
"clocks do not matter" - ... what does then? play with the words, you have the resources to do it ;p
"sliding that matters" - purely action based, notice how walking speed is the same as the sliding speed.
In the end, if you really gave up, then Friz made some solutions on YT" http://www.youtube.com/user/FRiZM0UT (highly unadvised, try it yourself :P)
Hope this helps and good luck ;)
11-30-2011, 07:31 AM
thx for the hints... don't have had the time to try it again but i will do so...
11-30-2011, 08:52 AM
Where can i find these extra levels?
11-30-2011, 09:01 AM
In game take community->play-> press F and type "raszlo" in. GL&HF ;)
11-30-2011, 01:58 PM
my main problem with the level design is some levels are kinda big and have several obstacles that cant be undone. you have falling stones and ice blocks and obsidian blocks, etc. you step on the wrong falling stone, or miscalculate where the ice is going and you have to restart the entire level.
im not saying that there shouldnt be mistakes that make you restart the level. i just think there are way too many actions that can cause you to restart. even regular blocks can cause you to fail the level. you place one block in the wrong place and you cant get it back, then you might not be able to make a tetrino. and youre stuck. some levels are stressful, not because they are difficult but because youre on edge, worrying youll make a stupid mistake and have to redo the whole thing over again. there are hard and challenging parts of the game though. you can tell there is a great game being held back by some clunky design choices.
ive heard someone mention it before, so ill mention it here. this game needs a checkpoint block. they could give it one use for the levels its in. maybe you could make a tetrino with it and that activates the checkpoint at point. of course, it wouldnt prevent you from failing and you might have to restart the level if you really messed up. however, it wouldnt punish little mistakes with major annoyances. this issue really keeps me from enjoying the game more.
11-30-2011, 04:34 PM
I'm aware of the fact that my levels aren't the easiest ones, but they also aren't the hardest ;) Some of them are rather short and simple, some are hard only if you are going for the star or the chest... For obvious reasons I couldn't put respawn blocks in the big maps ;p
12-06-2011, 05:47 AM
Okay, here i give you some more concrete feedback on your levels:
- i don't like when you turn camera mode off
- it would be nice if there were some hints in the level
- i don't like when you change tetrobots speed attributes in some levels - i want him to behave like i know it from the game (otherwise there must be a explanation anywhere in the level)
SLIDING THAT MATTERS
The idea to walk on sliding blocks is awesome but i wasn't thinking of that possibility until i watched the solution video on youtube ;)
Then i tried to play it that way.. several tries and i did finish the half of the level... i don't want to spend several hours just to master the controls correctly to finish the level..
so i know you want that it is that hard but you could place a dialog box at the very beginning with the hint that walk speed = sliding speed...
summary: This is not a level for me :)
I've got the idea and see the solution on youtube and played it like that but without the chest... well... self-destruction is disabled: what on the one hand serves to the IDDQD-idea is on the other hand just bad level design... let me explain: when i am collecting the wood blocks it can easily happen that i accidentally broke the first one, can't collect the other ones AND THEN i can NOT manually restart the level, which is a absolute NO-GO i think.
rest of the level is pretty simple because of IDDQD ;)
summary: nice idea, but when u disable self-destruction you should make sure that there is no dead end where you can stumble into..
again i miss a hint in the very beginning because i was not knowing what the term 'IDDQD' is about...
SOUNDS THAT MATTER
Absolute stunning level! I have nothing to complain about it! :D
Again the idea is great. I like the fake star sky - why don't you make solid ground instead of invisible ground?
I can't figure out the right level solution. I see the 'FAIL', destroy a part of it so that i can begin to climb to the exit. But i miss one block to reach it... don't know where to find it... camera mode is turned off so that searching is not that easy...
summary: hm, not yet :)
12-06-2011, 08:40 AM
Thanks for the criticism ;)
I altered the speed attributes in 3 levels only and this is the core of the gameplay in those. Trololo is meant to be unfair and simple. Gravity insanity has some explanations in the pseudo-plot... But I agree I could point out that the moving speed is the same as the sliding in the sliding map, however I don't think that dialog would be ok for this, maybe I should "paint" it in the background...
I didn't notice the restarting problem with IDDQD as I could F2 F2 to restart ;) But you are right, I will move the first 2 blocks so one can easily reach the 3rd, only jumping on the 4th will be liek this as it would be needed only for the chest. As for the hint, I thought that the level name would be enought ;p I will think of something more direct then.
The dream gives you enough blocks to complete the map and to reach the chest. I now think that turning off the camera mode was quite without purpose, so I will change it to normal. The level is fully invincible and it's supposed to be, what matters is that the particles appearing when drilling the invisible blocks have different colors. I should think of making the hint I gave here ("look for the stars when you hit the red") less cryptic and put it in the map somehow... You can't get to the exit from the FAIL place.
In some levels I disabled the camera mode so players can't see the hidden mechanisms and stuff ;)
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