Demonic Dilemma

  • Rating: 6.4

Reviews and comments

    LittleFreak 29 Aug 2006, 12:40

    6

    Quite challenging. Quite frustrating too. This level requires very good timing and strong nerves. That’s why it took me quite long to beat it, despite the level’s normal size.

    Gameplay: 6.2

    From one death trap to another. And that without a break, gets quite annoying after a while. The level’s design focuses on forcing the player to react fast and precise, because otherwise doom is certain. One wicked surprise hunts the other. So, traps are fun. But this level is something like a trap overload. The constant stress of trying not to die totally kills the flow. The very sparce collection of items obtainable adds to that effect. What’s left? An RF-jumping part, which annoys the unskilled player somewhat that resisting to type jjfly is more of a challenge than actually getting up there without getting thrown back down accidentally when you just reached the top.

    Difficulty: 5.0

    Overdone. Just. Too. Much. Stress. This level needs some breaks with less difficult parts thrown in between the utterly challenging ones, otherwise the annoyance factor just cranks up more and more. Some more items will help too.

    Creativity: 6.5

    Lots of unusual stuff, but unfortunately all done before. The sliding rock is obviously ripped off, the bat jumping has been done before too. Don’t get me wrong, using tricks and things others discovered is fine, as long as you give it your own personal note. Still, it doesn’t get boring, so that’s a plus.

    Eyecandy: 6.0

    Utterly dull most of the time. The possibilities of the tileset just haven’t been used enough. Sometimes, there’s some nice layer 5 work, and the occassional pillar in the foreground, but that’s about it. Add some stuff, be creative. Create some atmosphere. That’s the part I love doing the most when I design (which happens rarely though).

    Design/Story: 6.5

    The level starts right at the end of the last official one. I kinda liked that, though the story, which is revealed at the end, is kind of, weird. It seems Devan has survived, and is about to continue wreaking havoc and stuff. Okay I guess. The design could have some more of that “everything is lost” feel. After all you’re in hell. That’s just a personal opinion though.

    Overall:

    This would be quite a fun level, if it wasn’t so.. overly harsh, for lack of better words. For me, the perfect challenging level starts with some moderately difficult part, then throws in something hard, then gets moderate again. That way, the player has time to relax a little, and, which is the actual purpose of the game, have fun. Difficult and frustrating passages easily get forgotten when you have a “winning experience”, or get some goodies or something. Overall, “Demonic Dilemma” has problems, but potential. I also suggest getting a personal beta tester to play your levels and give constructive criticism before you upload a level.

    Rating: 6.2
    Download Recommendation: Looking for some frustrating challenges? Hell, yes.

    ~LF

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    SPAZ18 28 Aug 2006, 14:04 (edited 28 Aug 06, 14:08)

    Well, it’s looking good so far. I can’t review the level yet as I haven’t finished it. JJ2 crashed on me for no reason.

    How many levels are there gonna be in the pack? Is it just gonna use JJ2 Tilesets?

    About the re-spawning Lizards, surely it should work. I’ve seen it happen before. Have you tried putting a generator on the Floating Lizard?

    There is a really annoying bug somewhere in the level. When the character shoots, I see no bullets come out. Why is this?

    EDIT: I have just tested the Floating Lizard with generator on in JCS. IT WORKS! The Lizard respawns along with the Copter too.

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    Janus aka Jahari 29 Aug 2006, 17:33 (edited 31 Aug 06, 11:33 by Cooba)

    Okay, so I see that no one really liked the difficulty of it. My original plan was as you said: keeping the player on his toes. I guess I could add more food to keep the player rewarded/interested, but I get so sick of playing levels where there’s clumps of food/ammo EVERYWHERE. I’ll add more food in the future, but I want to keep the ammo placement roughly the same for ammo (-)s like myself. The ground tiles…yeah, I got a little lazy on that. I didn’t want them to look cluttered, though. I’d like the player to die once in a while, so why don’t I just throw in more food and carrots?

    Lets just say this was the nastiest part of Hell. I’ll work on making the levels easier, but it seemed appropriate to have lots of dangerous areas to add to the atmosphere. What else can I do to add eyecandy? I didn’t quite know what to do in some areas, as the tileset didn’t afford a whole lot of stand-alone background/foreground. It seems I’ll have to create some =x

    [Filter bypass removal. ~Cooba]

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    TheKax 27 Aug 2006, 10:02 (edited 27 Aug 06, 10:10 by Cooba)

    Good CTF-trick!
    But it gets sometimes too annoyinning…

    “If you hav itchy slipperfingers, remove them now.” was wery funny.

    PS: if ya like hotels wait a sec, so I can finish my Kax-hotel. Then I upload it.

    [Rating (7) clearance. There was not enough support for the given rating. Also, don’t delete the admin note once it’s put in a review. ~Cooba]

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    Mikau 27 Aug 2006, 12:02

    The copter lizard didn’t respawn! Bad.