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Topic, Game "BLockoban" | ||||||
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You must register or log in to post a message.As for people wanting "easy" levels, I mean is it really fun for you to just do 100 obvious moves? If you just like moving your mouse play helicopter lol. There are plenty of "easy" levels to learn the game on, I think level making is now about challenging everyone with how small and hard you can make your levels. How much trick can you pack into just 5 blocks etc. etc. A couple of other people have raised this point in chat also. :/ ![]() Kids levels are now like easy levels, Easy levels are like Normal levels, Normal levels are like hard levels and don't even ask me what hard levels are now ![]() ![]() PS: There is a contest going on at the moment: you make a level the best level will be voted and the maker wins a medal on his/her profile and a bit experience points. Be sure you compete or atleast vote on the one you think is the winner. btw I'm entering with a blockoban level. Contest Topic ![]() ![]() As for the symmetry issue, it is something subjective like rating. I really like symmetry, however there have been many levels (mostly yours) that have gotten the full 1 point from that criterion even though not symmetric just because they had a good design.... To cut it short...for this criterion I seek for a nice design (not necessarily a symmetric one but obviously a symmetric one has more chances of being nice). Fyi, the most difficult criterion to satisfy is the 5th one (uniqueness) that also includes general concept and this is mainly the reason between 4s and 5s. lol, I'm been remaking my under-par locally saved levels, and I'm still only on page 2 out of 18. :P @TM, does that mean you are rating a lot of my levels 4/5 because of a loss of symmetry? I find that my favorite type of levels are ones like Coup de Grace (BLockoban), Little Ambassadors (BLockoban), or Growing Pains (BLockoban). I really enjoy levels like the first two, where there are few blocks in a small-->medium area and you're searching for that little trick needed to place them. I also get a good thrill from those levels where you have to manage over a wide space with few blocks, attempting to close them into a central point. I really try to actually avoid symmetry most of the time, as the puzzle seems to be more follow the leader (usually) by both sides and there is usually a single underlying system for the both. I prefer asymmetric designs, where you have different things to work with on either side, and things that you could account for having on one side may be nonexistent on the other. I don't want to point the finger at TM or anyone else, just pointing that fact out that I, as a level designer, usually don't shot for symmetry. :) | Games forum
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