Quote from: the_darai on September 15, 2015, 05:38:46 PMEasier than the last ones...since I get complaints about them being hard...
Complaints about them being hard? Well, I can't speak for the first one, but Dank Cave wasn't exactly "hard". It was, what I would say, "challenging". If your level is too hard for someone, well, then they're probably not good enough at the game to beat it, or didn't have the patience to. After all, you HAVE to clear a level in order to submit it, so no level is truly "impossible".
As for your newest level, it almost felt...empty? Like, it could've been really challenging, but as you said, you did make it "easier". Though, I never noticed P-switched turned off conveyor belts until now, and I hadn't thought of having Spinies placed on conveyor belts. Both of those could lead to some devilishly tricky maeuvers, if placed just right...
I guess I could also mention I'm currently working on another level, though outside of an idea on what it could be, I have no idea what to actually utilize within it. I'm thinkin' something challenging, but not hair-tearry like the mid-section of my last level.
Oh, who am I kiddin', of course I'm gonna make a brutal level, it's in my bloodEdit: It occurs to me that I may' e spoken hastily. If it is yyour intent to make levels that are "fun" first and formesr, making them "easy" would probably be in one's best interest. But I personally find the best levels to be ones that are challenging, but not to the point of "Kaizo Mario" levels. Everyone has their preference of difficulty, but don't let other's preferences get in the way of your own design! Acknowledge them, and occasionally cater them, but don't bend over backwards for them.