Also the level lacks coins in a lot of places which can be used to redirect the player from the unexpected danger in the forms of shell kicking koopas or pirahna plants. So the entire second section has NO power up, why is this level expecting me to play it perfectly? Also you could have placed checkpoint in the start of section 2 which could have reduced the problem. Also i dislike how the star coin was placed since its near the beginning of the section and the level gives it to the player for free which is a bad level design.Īlso i also don't like how there was only ONE mushroom in the entire first section which made stuff tedious to go through and in the beginning of section 2, there is no power up but you are expected to go through a hammer bro in a very tight place without getting hit which is yet again, unfair towards the player/bad level design. I don't like that there is a goomba that is really close to you in the start of the second section. One thing that i like about the first star coin is that you had to use the knowledge in The Grassy Cave Maze to know that throwing enemies such as shy guys at bricks actually breaks them which let me allow to get the star coin. The aesthetics are decent, the same with the music but i don't understand where do these waterfalls come from, they are left unexplained and imo this is bad aesthetics choice, putting a sizable behind them explain that somewhere higher there is a lake or something. Also the purple goomba is missing a death effect. So i played The Shining Fields, one flaw with the level i noticed in the start is the goomba, this is a problem because the starting point is supposed to be a breathing zone for the player and forcing him directly into action puts people with slow reflexes, slow pc or bad player skills into big disadvantage especially without providing a power up for the player at the beginning so he can be allowed to make mistakes.
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