Violet CLM
16 May 2018, 23:45 (edited 16 May 18, 23:46)
It’s hard to play this level and not wonder why it exists. That’s not intended as a dig at its quality but merely an observation… on the one hand, its main focus seems to be making Rabbit in Training a harder level by introducing more enemies and spikes, but on the other hand, sometimes this transitions into adding new areas to the level altogether. There’s nothing inherently wrong with those new areas, but what does their inclusion say for the feasibility—or sensibility—of the “Advance Edition” project? Is adding totally new areas to individual levels really within the scope of making them harder, or does it mean the level author should just focus on original works without the odd crutch of the official levels’ old designs? By doing both things, and relying on Rabbit in Training as a hook to bring people in to try all-new details, is the author somehow cheating? I don’t exactly have answers for these questions, but basically, this is a confusing gameplay experience.
Which is kind of unfortunate, because if you pretend for a moment that Rabbit in Training never existed and everything is new to you, this isn’t exactly a bad level. The challenges are not new and original, perhaps, but they’re perfectly functional and enjoyable. And for all the weirdness of passing in and out of the Rabbit in Training layout, it’s never really a problem, except for the text signs, which range anywhere from unintentional humor to complete unhelpfulness.
I don’t think I’ll intentionally come back to this, if only because the weird insistence that people use Hard or Turbo makes it a lot harder to play than the average level. But it’s not a bad start.
P.S. if you’re going to use a bizarre tileset rearrangement of dubious usefulness, at least include it in the zip for people to download.
Bloody_Body
16 Mar 2018, 20:04 (edited 16 Mar 18, 22:18)
6
Let’s review this!
Cons
I think I should start with cons. Won’t you object?
First of all, all the events work only on hard difficulty. Was it supposed to be like that? Yeah, I’ve noticed your warning, but what’s the point of depricating medium and easy difficulties?
The usage of tiles is decent but far from perfect. There are edgy sides here and there and I also feel a lack of eyecandy – pots, ruined walls, armours, cannons, ect. But it’s not a pity, the more experienced JCSer you will become the better you’ll be in this.
And one more thing. You forgot to upload music files. That’s why the levels are mute.
Pros
The gameplay is fine. There are well-placed secrets and spikes (damned spikes!) Probably the level is easier with Spaz – he is good in avoiding them. You don’t have to solve damned puzzles in order to proceed (many JCSers out there overdo this) you just run and shoot. Or, better to say, ran, fall into spikes and shoot. :D
Conclusion
Well, I sence a potential of a great levelmaker in ya. All you need is practice. And a proper feedback. So, I’m looking forward your future works. Let’s see if you’re mad enough to make all 12 levels!
SteFan I really like your super-hard training level, the edgy sides and lack of eyecandy is the main problem, however, the pack doesn’t seem bad. I’ll give you 8 of 10. Also Bloody_body made a mistake – there are 2 main levels in each planet. That means there will be 24 main levels and 3 secret ones – 27 in total, all of them super-hard.
Download recommended
Also, you could use MLLE to insert more layers or tiles from other tilesets. This editor will be useful to you. Also, transitions of level’s colors in boss battles are also useful, because Bloody_Body and I are fond of recolors.
Good luck!
EDIT: The first castle level (Castle2-SH.j2l) is very good! Keep it up to the end and rest of the levels will be released.