Originally Posted by
discokrakken
This is a really great concept, and a really great execution but it seems to be hindered by keeping secrets from the player. I quit before the orange section, and found myself generally frustrated trying to escape the yellow section. I started in the green section, bought the tunnel through blue to yellow, but only had the patience to play the first yellow room and the one above it. Trying to get back out the way I came, passed through the yellow room probably six or more times only to die in the blue tunnel area.
Extreme peril and the need to explore seem to make strange bedfellows here. More liberal checkpoints would definitely have made this less frustrating, like if they were built into both ends of the tunnel, for example. In balancing your difficulty vs. accessibility, I think if you want more people to finish the level then you know some compromise is in order. I think more frequent checkpoints are probably the best way to accomplish that. This allows you to keep from having to make huge design changes, and the level becomes less punishing while maintaining its form.
It took me some time to figure out that the HUD was a map. I'd recommend not necessarily labeling it "map" but having an text bubble point it out in the instructions.
Where you exit the spaceship, I smacked the set of spikes on the left and they shifted to the side, like they accidently weren't glued down.
All in all, I think this level plays and feels great. The ball handles well and the hazards are challenging without being insane. It could use some more decoration, but a lot of the time a level like this doesn't have the thermo, and really decorating isn't a core piece of the experience anyway. I think this level is really awesome, but as is it requires a tremendous amount of patience, a requirement that significantly reduces the size of your target audience.