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file Pascal's Levels Room

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28 Aug 2013 01:04 #121 by Riblet
Replied by Riblet on topic Pascal's Levels Room
Deadly Course is certainly that. It took me forever just to understand how to navigate the green platforms, and then I wasn't able to figure out how pass the tornado ceiling thing. (I did find the extremely well hidden last gem...) Is there an intended direction to take the circuit, or is that meant to be ambiguous?

I was surprised by Trailer! I was pretty easily able to get 27.82 to beat the gold time, and usually I can't even touch your gold times. Where are you supposed to go after the first gyro?

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28 Aug 2013 10:40 #122 by Emil
Replied by Emil on topic Pascal's Levels Room
Fun cage reminds me of how much fun it can be to alter moving platform's routes. And a very fun level.

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  • Xelna
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28 Aug 2013 20:46 #123 by Xelna
Replied by Xelna on topic Pascal's Levels Room
Deadly Course you are supposed to navigate both set of green platforms, then up the tornado ceiling, and around. And yes, Trailer is kinda easy and meant to have all kind of shortcuts. You are supposed to go where ever after the 1st gyro. Go where ever you want

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  • ChaosUnown
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29 Aug 2013 17:09 #124 by ChaosUnown
Replied by ChaosUnown on topic Pascal's Levels Room
Aside from the lag which I know you said would be fixed eventually, Fun Cage was okay to play (lengthy, but okay), but visual wise I really don't like how some of the platforms and powerups were stretched out to such an extreme extent; it's not very appealing to look at and to me it's a big step back in level design.

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29 Aug 2013 17:50 #125 by Xelna
Replied by Xelna on topic Pascal's Levels Room
As long as the level is fun to play and the gameplay is stimulating, who cares if it's appealing or not to the eye. Who came along and decided that? Besides, what do you mean by stretched PowerUp? The only PowerUps I stretched were the Gravity Modifiers that you use when getting launched to opposite sides with the moving platforms. It makes it easier for you to hit them and not screw your runs.

But after all, it is your opinion and I respect it. Thanks for the comment!

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29 Aug 2013 19:55 #126 by ChaosUnown
Replied by ChaosUnown on topic Pascal's Levels Room
True, the gameplay is the most important factor, but if it doesn't look good then that will likely repel potential players even so. There should be a fine balance between it playing good and looking good, and that's what I try to look for in a level. The gameplay was okay, but the look was below average so I wasn't impressed overall, I'm sorry to say. But still, thank you for respecting my opinion.

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30 Aug 2013 06:30 #127 by Emil
Replied by Emil on topic Pascal's Levels Room
The level looks fun. I do not think the level looks visually unappealing. It isn't a perfectly aligned interior, but it doesn't have to be. The level is fun.

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  • Imperial
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01 Sep 2013 05:56 #128 by Imperial
Replied by Imperial on topic Pascal's Levels Room
Fun Cage is definitely up there with Eliminatives Over the Rainbow and many of Xelna's awesome levels. The layout looks very similar to a battlecube level as intended, but the feel of playing it is totally different. I encountered some MP challenges that I have never experienced, as well as the most unexpected upsidedown finish when it's so obvious that the finish is right on the side with the start pad.

Overall, the mere thing about Fun Cage that makes it amazing is the numberous ways that a player can think of to collect each of the gems. I still keep on finding new ways to collect the gems and that just makes me keep on playing even though I've been knocked out of the level several times by the MPs when I have 5x/56 gems collected. My first finish was like 10 minutes, though that run was full of failures due to the MPs. Thought it'll take a great deal of time until I figure out how the gold time is possible.

Vanquisher / Red Stealer

My youtube channel: www.youtube.com/imperialcuirassier
My twitch channel: www.twitch.tv/imperialcuirassier

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