Simulation: I really want to like this area, but I feel it's too big. I feel it should be half the size. The teleporting back to the start doesn't help either since it takes too long to get back and try again. I ended up actually activating the cheats here and just looked around and the stuff inside just doesn't seem like it's worth the length of time it would take to get. Getting up to get the Infinite Jump Boots (Space Jump) is really hard. I think a lot of people will just assume it isn't possible. Maybe if I had picked more energy upgrades instead of health, I don't know.
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One thought I had was if you do make the simulation area smaller, you could add some cutscenes at the start explaining things from Earth's perspective. Like how they detected the asteroid and they are sending a small fleet to destroy it since it is heading straight to earth. You also mentioned that you have a script that opens all the corridors at the start of the game. You could put it in the cutscene and that might fix the corridor issue. Though maybe I misunderstood what you mentioned about that stuff before.
Solairflaire, I finally made it up there when I remembered that Life Tanks also restore your energy, so if you're willing to burn one or two, you can just use the Anti-Gravity Device to get up onto that ledge leading to the Infinite Jump Boots section. Later on, I realized that you can obtain the Grapple Beam 2, once you have Dash 2, and use it to ascend the far right wall of spikes in that pit, then move left past the end of the ledge and use the AGD to get up on top of it, without wasting tanks. At any rate, neither the IJBs nor the Zodiac Changer are actually required to beat the game - after all, you could just as easily use the Grapple 2 to ascend up to the final shooter level. I haven't even attempted the final boss, and he suggested doing it without the IJBs would be really hard, so I dunno. They're
supposed to be really well-hidden bonus items for the hardcore completionists. And anyways, if the final game "ships" with a FAQ/walkthrough/maps/etc. it will hardly remain that secret...
C-Dawg, I have to agree that a great deal of the simulation is pretty boring. I mean, on the one hand, this is supposed to be some sort of Paradise, right? So it sort of makes sense for it to be more low-key than the preceding areas, notwithstanding all the -64HP death-spikes lining everything, lol. But large swaths of it feel like you ran out of steam and made long straight lines of spikes and put lots of space to waste with empty air. This is the only place in the game where I was actually disappointed (and surprised, after the rest) with your level design, which is otherwise excellent. I don't think you should make it smaller; you just need to come back to it and work on the weaker sections.
Warps: Agree with solar - don't send the player all the way back to the entrance. Put some warp targets further along in the level for the later areas to warp you back to.
I'm still not sure what the point of that warp gauntlet in the upper-left corner was for - is that another super secret to be finished at the end? (I haven't been back to the simulation since my second playthrough many demo versions ago, so I'm not sure what you've changed recently, if anything, in this level.)
The pit below the ledge leading to the IJBs could be more interesting. If a player tried to ascend it with the Grapple 2, having something besides a straight vertical wall of spikes might be more challenging and interesting.
There's lot's of empty space to the left of that area that seems like it could be put to better use - there's two entire screens of emptiness up there. And you don't need the IJBs to reach any of the ledges left of it, so the space seems pointless.
The area around the entrance is okay, as is the path to the first door/cutscene. Some more smaller enemies to compliment the large, easily defeated custom enemies might generally make the level more interesting.
I liked the maze next to the entrance - I didn't like that all it leads to is an energy upgrade. Are there any hints for passing it, or is the player simply expected to brute force it? I noticed that the arm basically sweeps out the solution, if the player is paying attention, though it is somewhat ambiguous. Whether or not that was deliberate on your part, I don't know - but I was going to suggest a further hint: put special arrow tiles in the centers of the 3x3 blocks of combos in the corners, that are hidden and require an explosion and/or the X-Ray to reveal instead, and put the solution directions in them in counter-clockwise order, starting in the lower-right corner, so the arm sweeps them in order as well. I was actually hoping for more sidewarp maze madness akin to the Libra stuff, considering this is all virtual anyways. Kind of disappointed, TBH.
The green maze in the lower center/right area is obviously the best part of the level, where it feels like you spent most of your effort. I really didn't see any problems there and enjoyed it. Shoot, I mapped it out, and I even consulted the map to look where I was supposed to go to get to where I wanted to be - and I
still went the wrong way several times! Heh heh. It's great.
The two big open areas along the bottom? Lots of straight edges of death spikes, and not much filling the space above them. I actually explored through there without the IJBs, because I missed them, due to the lack-of-gravity bug in the room above them when I played through. I backtracked and obtained the Grapple 2 and used that instead. That area could certainly be tweaked to make it challenging regardless of which of the two items you use to explore it - and you could probably make some challenges that are hard with one item but easy with the other, and vice versa.
And the vertical ascent to the Zodiac Changer - boring. Needs work. It could have more obstacles to pass, but to reiterate: it shouldn't punish the player by warping them back to the level entrance. Maybe somewhere in the green maze leading up to it?
Does it really make sense for the alien simulation to simulate Allied terminal caves? Maybe you should replace that with some weird alien tech, that still serves the purpose of providing a point for Dr. Mo to talk to you about what she's discovering. The level might be more interesting if you maybe doubled or tripled the number of caves like that and had her give you a lot more info on the aliens (or at least, speculation about them.)
I was also wondering... the alien talks to her, but would he have any reason to address you directly? You're a "mute" AI/robot, forced to communicate via data accesses and facial expressions/gesticulations, right? Wouldn't he be able to offer you a closer semblance to (human) life, albeit a simulated variety, if they can presumably alter themselves pretty much on a whim? So like, he could tempt you with the chance to become a "real woman" or something, I dunno... just a thought. It would make sense if you came back to his room later and didn't have the same cutscene with Dr. Mo - or just an empty room - and presumably it would be within his power to hold a private conversation with you and cut her out of the loop, right?
Also, yeah, fuck that door in Scorpio that is super-hard to reach and after beating the enemies within rewards you with a goddamn fairy heart. That's a kick in the balls, man.
Libra Crystals/Zodiac Changer: When you fire the Libra Crystals, then switch weapons and fire, the following occurs:
Aquarius Bubble: Up to two shots can be fired onscreen simultaneously, so the first crystal disappears with the first shot; if the second shot is fired before the first ends, the second crystal disappears. The third crystal remains indefinitely.
Scorpio Sting: Up to three shots can be fired onscreen simultaneously, so the first crystal disappears with the first shot; if the second shot is fired before the first ends, the second crystal disappears. Same goes for the third.
Aries Saber: All three crystals disappear with the first stroke.
Pisces Something: All three crystals disappear with first triple-shot.
Cancer Charge: Two crystals will disappear immediately upon firing/charging. The third crystal will disappear if the first charge completes and the second charge begins growing on top of it.
Gemini Twin: All three crystals disappear with the first triple-shot.
Leo Laser: Up to two shots can be fired onscreen simultaneously, so the first crystal disappears with the first shot; if the second shot is fired before the first ends, the second crystal disappears. The third crystal remains indefinitely.
Taurus Torch: Up to three shots can be fired onscreen simultaneously, so the first crystal disappears with the first shot; if the second shot is fired before the first ends, the second crystal disappears. Same goes for the third.
Virgo Whip: All three crystals disappear with the first whip.
Capricorn Wave: Hopefully you enjoy continuing to have three Libra Crystals onscreen, rather than using your Capricorn Wave. The Wave ain't comin'.(Not really a big deal. Any crystals remaining onscreen will eventually hit an enemy. Each one that disappears frees up a shot for the Wave. And scrolling the screen with another weapon selected will immediately clear any remaining crystals upon entering the next room. So, polish item, if that even.)
Edited by newstarshipsmell, 05 February 2015 - 06:43 AM.