Re: [Super-tux-devel] feedback
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wkendrick
From: Keir L. <ke...@th...> - 2004-04-30 19:57:30
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On Fri, 2004-04-30 at 20:44 +0100, Keir Lawson wrote: > On Fri, 2004-04-30 at 12:22 -0700, Bill Kendrick wrote: > > On Fri, Apr 30, 2004 at 08:16:07PM +0100, Keir Lawson wrote: > > > - Checkpoints: should have some visual indicator where they are > > > > Coming from a Super Mario Bros (not SMB3) point of view, this isn't > > necessary. ;^) > > > > I think in SMB, the checkpoints were just the half-way points in the level. > well in SMW (super mario world) they are clearly marked, and i think it > is confusing for the fisrst time player wondering why the arent starting > at the beggining of a level, also making checkpoints an object of > somesort would mean you could make hidden ones or make the challenging > to reach rather than getting to a specific part in the level > > > - Levels: lack variety > > > > I dunno... I think it's pretty good, so far! > well.... pretty good for what i understand is at level creators disposal. things like moving platforms, more enemys, cannons/missiles (SMB3/SMW), levels > that scroll automatically (ie tux has to keep up) and some more "powers" would make the levels more interesting > > > > One other thing I'd like to add: > > > > * Make the 'invincibility' music change back to normal a few SECONDS before > > Tux loses his invincibility! (The 'star' powerup) > i agree and whilst i remember: some other critisicms: - tux should only be able to walk over holes one space wide when he is running - "fire power": tux should to more than turn a shade of red keir |