Re: The Alphamatic (An Atroxian Realm Mini-Sequel)
Posted: Wed Jul 19, 2017 23:02
I finished the full release on Normal a few days ago. It was very good! I think the cleverest design was the Quantum Chambers: a neat idea, and well executed. The two chase levels were also fun, and I think also novel for Galaxy mods. In general, I never felt lost, though there was plenty to explore. The difficulty seemed good overall; I managed all but the final level without in-level saving, and that might not have been so much due to difficulty as to me not wanting to do the platform ride every time I nudged a fire helix. The platform ride levels were again a cool new thing. I might be inclined to have them a bit shorter, but I don't know if you intended the levels to be played with ILS, so if you did, they're balanced perfectly fine. It looks like you had the beginnings of another one (Binary Circuits), but IMO it was wise to stick with the number of them you finished. Dynamo Deck was again very clever, with a difficulty appropriate for being so near the end, and the music was perfect for it.
Also, I just now realized while glancing over the levels in the editor that the Extraction Core -- or X-traction Core -- is a giant X. Hehe This is the only level that I would like to see adjusted a bit. It seemed to have more repetition and backtracking than the others. It's not a bad level by any means; I've just been spoiled by the caliber of all your other ones!
Unrelatedly, just because I'm curious: is there a meaning to the defense tunnel names?
Introduction of new graphics was done well. The new backgrounds in particular are beautiful. Diagonal rails and slippery slopes were tasteful additions that were well used in level design. And I'm sure it took some finagling to get new connecting/combination tiles between existing ones just right. As I'm writing this, I just saw that the fire helix against the left edge of the green wall in the Atomic Rails is a new tile. Impressive attention to detail.
Also, I just now realized while glancing over the levels in the editor that the Extraction Core -- or X-traction Core -- is a giant X. Hehe This is the only level that I would like to see adjusted a bit. It seemed to have more repetition and backtracking than the others. It's not a bad level by any means; I've just been spoiled by the caliber of all your other ones!
Unrelatedly, just because I'm curious: is there a meaning to the defense tunnel names?
Introduction of new graphics was done well. The new backgrounds in particular are beautiful. Diagonal rails and slippery slopes were tasteful additions that were well used in level design. And I'm sure it took some finagling to get new connecting/combination tiles between existing ones just right. As I'm writing this, I just saw that the fire helix against the left edge of the green wall in the Atomic Rails is a new tile. Impressive attention to detail.