
So will you take the test? Feel free to tell me how far you got!
Download the ZIP in this post.
P.S. If Holger plays this, I'm especially curious to see how far Holger gets

Moderators: Flumminator, Zomis
Woah... I am absolutely amazed!
The tape is cool, indeed!
Holy crap, THAT'S not a thing that's supposed to happen. I can ensure you, that I did not mean to make this an RNG thing, and I really tried my hardest to make this level fair, but extremely challenging. I beat every single section of this level individually while testing it, and I tried a few times to beat the whole thing myself, but I always died at the Supaplex section for some reason, so I was hoping that someone else could beat it, because I knew this was possible. This level was really hard to make and test, and I put full effort into making it, so I often ended up not thinking about things like this, stuff that you could do in 1-step mode. Thank you for telling me about this, and when I create the polished version for the Contributions level package, I will be sure to modify this room so that it will not be unfair to players. (although you could have done without rubbing so much salt into it... you made me feel bad for making the experience a 50/50 hit or miss by accidentAnonycat wrote: ↑Mon Aug 10, 2020 2:11 pm The level's most egregious flaw comes in this room near the end, just before the start of the time-limited section:
trialofemerald.png
Of course, what you're supposed to do is run under the two gems without taking them, then they fall down and serve as a closed door until you're done with the room and are ready to use them as a preserved exit path. However, sometimes the situation shown in this screenshot arises instead: the first gem falls, then before the second one can fill its vacated square, the growing wall seizes the opportunity to grow into that square instead, cutting off the gems from each other and rendering that route untenable. As far as I know, which of these behaviors you get is dictated by whether the overall frame count up to that point is odd or even. As parity of the frame count is essentially random to a casual player, what this amounts to is: basically, if you get far enough to reach this room, there is a 50% chance that it will settle out in such a way as to make the level "unsolvable".
Having a 50% chance that a player can't reasonably control and where one of the options breaks the level is bad enough in a short level, where it shows lack of polish on the level designer's part; presenting the player with that situation this close to the end of a level this long is outright disrespectful of their expenditure. "You commit to playing this far into the level first, and only then will we (essentially) roll the dice to determine whether this whole attempt is allowed to amount to anything whatsoever. If it's not...welp, sucks to be you."
In this particular case, it's not quite that bad because if you managed to save a bomb from an earlier room, you can deploy it here to blow up the first growing wall and not even have to deal with the question of which tile gets precedence to move into the vacated square first. But is that really the message you want to send--"You had better find a way to break at least one of my puzzles if you want to be adequately prepared for this situation and avoid leaving it up to something that, on a zoomed-out scale, is indistinguishable from chance"?
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Well, what do I do now? Do I get rid of the entire level because it has too much variety and it is too susceptible of causing problems because of the way the original creators designed this game? I can't just change everything because of an oversight on the developers' part, I either have to scrap it entirely or leave it be, for those reasons.Anonycat wrote: ↑Mon Aug 10, 2020 8:29 pm RnD, for its part, does mitigate the potential for perceived injustices like that to irrevocably throw away large amounts of progress into a level, by virtue of its tape system. Even if you don't micromanage it to play in slow motion, anyone can still replay the most recent tape even after dying, fast forward through the bulk of the level, and pause a few seconds before the end. Then they can take over playing again from there, knowing the perils of the misbehaving elements, and try again until they're more cooperative.
Thanks, but how do I know how to change it? I designed these levels with challenge in mind, and this whole level was supposed to be one, big, challenging test of endurance. How do I change all of the flawed sections without removing any of the challenge? And I have to do it in the same amount of space too, because moving only some sections to accommodate for size changes is going to be a chore.filbo wrote: ↑Tue Aug 11, 2020 11:13 am Whoa, don't despair! He(?)'s just pointing out some subtle flaws, where the flaws are more due to the original games' designs than your fault. I don't think you're required to know every subtlety to make great levels.
Think of this as an amazing service where some anonymous person who apparently understands the engine flaws very well, is standing ready to point out where you've run afoul of them.
Your reaction here should be along the lines of 'Wow, didn't realize that, lemme tweak that part a tiny bit to avoid the problem. Done, ok, do you mind testing it again?'
Although this may refer to real slow motion using the debug speed keys, I assume that he meant using the single-step mode, probably using the "snap" key to switch to the next frame various times, to be able to do frame-exact actions when solving a level. Which may be considered kind of "cheating"(*)> micromanage it to play in slow motion
-- which is something I've seen mentioned before, but not sure what it means in practical terms. What do you do and what effect does it have (at a guess, let you time your actions down to the single frame?)