1) Overall, how do you find the PlatinumQuest demo so far? Try to sum it in a few words.
The best word I can use is 'fun'. It takes the sleeker look of Platinum, and combines new interesting gameplay elements for a much more fun experience.
2) PlatinumQuest aims for some of the best level design seen yet in terms of gameplay and scenery. What's your opinion so far on these values?
I am LOVING the feel of the levels - the creativity with scenery is amazing, and I would really especially like to point out that the 'brown wall' texture is being used less in PQ much to my delight - it felt in some MBP levels like a sea of brown but here it is just right. The trees look really great, and the flowers and grass are also lovely. Coupled with the mud texture it can look rather wonderful. It also opens up opportunity for more creative level design.
The gameplay is very interesting. I feel like the simplicity of how gameplay elements are combined allows the player to more easily go about pathfinding and get better times. I also like the gameplay just for the gameplay, although with the gravity point triggers in Training Wheels, it doesn't really like it if you move the camera around whilst moving along the slope.
3) What do you think about the overall level difficulty presented in the demo, and whether the levels presented match the difficulty category they were set in?
I feel that the levels overall matched the difficulty well. Considering that this is supposed to be easier the MBP but harder than MBG, I think the difficulties seem just right.
I am very pleased with the difficulty level here. For me, getting UTs on MBP felt like a LOT of work, but here it feels a bit easier, and therefore PQ is definitely more suited to 'casual' gamers in this respect. While it is easier, there is still some suitable level of challenge presented, especially in the different modes.
4) What is your opinion on the difficulty presented in the form of Par, Platinum and Ultimate times/scores? Take note PlatinumQuest aims for more casual-player (easier than MBP).
Par times are fine. For me, the PT/UTs do seem a bit hard to achieve for some casual gamers, especially since they may not be fluent with using diagonal movement and some corner-cutting, which really are required here. It might be better to lower them a little (as in increase the time).
5) How do Terrace Tundra and Vibrancy Grounds work for you as Hunt-based levels? Compare them if you can to the current Ultra and Custom hunt levels you have had experience with (I understand there is no versus mode here, yet).
I'm assuming these levels will be single-player in the actual version, and if they are, I would be really happy. I think they work really nicely alongside the other 'normal' levels as another game mode. Multiplayer hunt levels would still be great as well though.
6) What's your opinion on the following: Cannons, Bubble Powerup, Quota Mode, Haste/Consistency modes.
Cannons are great. I just love 'em. (Especially the instant-fire ones ) I think they work well, and although all of the colours are sort of hard to remember with association they will become more recognisable. The bubble powerup is very interesting and unique, although at times a bit hard to control (I kept hitting the marble's head on the ceiling in Into the Deep), but I would suggest keeping it that way. Quota Mode could be used effectively only when a level has lots of gems and it is not based around following a particular path. But it really does not have much of a point in short(er) levels like Triple Action. Haste mode is very creative. And also annoying!! Good for developing patience. Consistency mode is also interesting, although it might be best to rename it, as it sounds a bit generic at the moment. Although it would still have to be one word. Something along the lines of 'pace' or 'pacing' might work better perhaps??
7) PlatinumQuest aims for Fun and Replayable levels first, with Originality and Creativity second. Do you think we met this goal in the levels presented in the demo?
In all honesty, I think the levels presented in the demo met both of these exceptionally well. I feel personally as though the levels do not need to be excessively original as the gameplay elements are creative in themselves. The levels are exceedingly fun and replayable; I almost can't get enough of them. The replayability is definitely marked by shorter levels with a sense of purpose; neither of these things were necessarily present in MBP which made a few levels hardly even touched by me. Credits to the level designers, especially for attention to minute detail, and I look forward to seeing the rest of the levels when the whole thing comes out.
8 ) PlatinumQuest introduces a new concept for User Interface, part of which is seen in the Main Menu and Level Select screen. Can you give feedback/your opinion about it so far?
The UI is looking great - I haven't exactly analysed it in great detail, but I think it looks clean and smart. I also love the fonts used, especially the 'Light' version of the font used for Platinum. Please don't change anything, it looks just right.
9) Was the demo what you hoped to see?
Better than expected!!! Really excited to see PQ in its pure, complete form. And also to see what amazing custom levels come out of it.
10) Can you give us any specific details you like/dislike about the levels?
Levels available: Training Wheels, Haphazard, Feeling Frictional, Sky High Circuit, Into the Deep, Having a Blast, Verticality, Chilled, Triple Action, Terrace Tundra, Work in Progress, Vibrancy Grounds, Scouring the Framework, Physical Activity, Polymorphism
Training Wheels is really clever with its space. It feels right for the first level, as none of the path winds around itself etc.
Sky High Circuit is just wonderful. Really beautiful and very fun once you get to about 60 or 70 mph/kph!! It's just a really neat but simple level.
Into the Deep was nice as a less fast-paced level - I hope we see a few more levels that are purely about skill with powerups and hazards and stuff like that. However, I did feel a little more scenery would be nice, as the blue gets a bit much sometimes.
Having a Blast - really liked the look of the level. Getting the 7s time travel was fun too.
Chilled - I felt the ice shards were all well placed. It seems like the level has a bit of a 'stop and start' feel however, which I don't particularly like. Maybe mixed in with the other levels using the Haste mode this wouldn't be too bad.
Work in Progress is really fun, I like the moving platforms and the way they 'appear' a few seconds before you travel on them.
Vibrancy Grounds is a really lovely-looking level. I also saw a grey gem at one point on my radar playing this level, and already found the interesting hidden bit before I needed to get to it - but the timer ran out
Physical Activity was very interesting and I really liked the range of challenges. The Anvil powerup was also interesting, and, admittedly, it took me about 6 minutes to figure out what to do with the said powerup. Felt so stupid afterwards lol. HOWEVER, the purple tiles midway through are really misplaced, it's a bit dodgy and I'd much like to be able to hit the middle than the corner or the edge.
Polymorphism was hard. But in a good way - it felt really rewarding to finish it. I love how it felt as though it was one whole platform that morphed throughout the level, and the range of challenges was very creative and progressive - a really fabulously put-together level. Levels like these make me wonder what other beauties we will discover in the full version!!
Overall, a really lovely demo. Will be playing quite a lot to get the best times possible. Here are my other thoughts:
- Marble Colours - do they all have to have the word 'mellow' in them? Try looking on paint cans for a bit more inspiration. As well, the 'mellow orange' colour isn't very orange from the looks of it - it's far too similar to 'mellow yellow' - the orange colour should be more distinctively orange.
- I don't know how this will work in Platinum 2.0.0, but if Pianoforte was planned to be used during the Level Select of PQ, I don't think it is that suitable. Pianoforte feels too much to me like an MBP track, and either a 'remix' of sorts or a completely different (more synth-based?) track would be much better.
- The ! icons for tips when they are used in-level are abit high above the ground - they aren't visible with a fairly 'normal' camera position. Perhaps they could be moved just a little lower down?
- To select levels in the Level Select menu, I would strongly advise that the arrow keys be available for this purpose. It makes it easier to go to the next level after completing one (on this note - don't put a Next button in the screen after completing a level - it's just annoying in MBP imo) and also fits with us being able to exit a level with the return key.
- I really like the shock absorber powerup being a pillow - it's cute and fits with the slightly dreamy theme of PQ. But why a black pillow with weird neon-y stripes??? Maybe a more realistic pillow would be better - perhaps pastel blue, pastel pink (and pastel orange) stripes for example.
- Other things I like: Lovely textures, including the cream-coloured trim and the look of the hazards. Although I'm not too keen on the colours used for the bumpers, the purple is a bit too deep a purple imo but it's okay. Also, really pleased that the cannons 'remember' your launch settings after you've used them before (even if you respawn at a checkpoint!) That is really friendly to more casual players and it just really helps when you mess up.
Two more things: the number of music tracks for the game seems a bit low, although they are generally longer. I am happy to contribute another track in a similar style to those already, but I can't promise anything as don't know how busy I'd be. But my style is pretty much very similar to what is already in PQ. The tracks are really great - not fancy-schmancy or too 'airy' but not too 'serious' either - really works for the game.
And I have been thinking for some time that an integrated 'level designer' of sorts would be really useful for MBP 2.0.0, since Constructor is just a pain especially to export everything. Interiors could be auto-saved on the fly, and if combined with the level editor, it would make level designing much more logical and much less tedious. I understand this would be a lot of work, but the first version of this need not have every single feature in Constructor or Quark, but could be more purposely designed for MB levels. And it would great if we could have working spheres. That would actually be a dream come true. I am kind of put off level building a little bit because of how annoying Constructor is, but I understand if this is not doable. The game is good enough already without the luxury of custom levels!!
Ethan
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