u/HighFivan

▲ 67 r/platformer+2 crossposts

Spoonfeed "Secrets" or hide and risk no discovery?

A bit conflicted...
A big part of this game is discovering new crayon colors that carry different physics properties. I've hidden keys throughout levels in each world but can't figure out how obvious or hidden I should make them.

The challenge of completing a level while holding the key is one thing, but finding the key in the first place is also another concept of a challenge...

Do you have secrets in your game? Do you hide them well or make them somewhat obvious?
Do you clue in your players that secrets exist or keep them.... secret?

u/HighFivan — 4 days ago
▲ 38 r/godot

Platformer Level Design Question

I'm making more of a puzzle platformer, and this is an early concept of one of the early/introductory levels to help a player employ basic mechanics learned in the tutorial.

My question is this...

How do we feel about longer levels versus shorter?

My natural inclination was shorter levels, and more of them, for a quicker game loop that feels more forgiving and allows the player to try out more tactics without raging from the odd drop or slipup. Most levels would take anywhere from 20 seconds - 1 minute and might have several creative ways someone could think to solve it.

(I don't have THIS current version up on itch to play right now, but here is the latest web build if you want to try some other short/micro levels - https://highfivan.itch.io/purplecrayon)

u/HighFivan — 11 days ago
▲ 18 r/godot

I have no idea why he's such a grumpy pencil, but I've found best way to deal with him is to just put a little weight down on him.

u/HighFivan — 25 days ago