Post by GooRoo on Dec 15, 2013 14:06:43 GMT -8
I have made several mistakez in my early Custom Levelz that I intend to eliminate from future Questz I create.
One (and only one) Warp letter in the puzzle. Yellow Peril... is one bad example.
One Red Warp that only allowz the acquisition of said Warp letter, since 'easy' mode playerz can never see a RW .
One Question Mark Switch , resulting in the acquisition of a Coin (and possibly a Tool/Toy/PowerUp required to complete the puzzle). Actually, since 'easy' mode allowz the QMS, there may be good reason to have multiplez in a CL.
Holez which are only hazardz, and never contain anything of value (no 'Magic Shovel').
Moundz that alwayz contain something of value (including Time Bombz ) ... no 'blankz' eating up solving time, for no real purpose.
Rockz that are either (obviously) blocking access to a required area, or that contain something of value. Furthermore, I will attempt to be consistent about the contentz, as: alwayz containz a Coin; alwayz is merely an obstacle; alwayz containz a Switch; alwayz containz a Tool/Toy/PowerUp.
Red Switchez that only control Red Pyramidz .
Green Switchez that only control Green Pyramidz .
Yellow Switchez that only control Two-Way Arrowz .
Blue Switchez that only control Bridge Tilez .
Black One-Time Switchez that only control Black Pyramidz .
Silver Timer Switchez that only control Silver Pyramidz , with mazez that easily fit within a 640X480 (minimum sized) pixel screen. And extensive mazez will have a 'preview' that cannot possibly be entered by the Grunt, to show what will happen. Prizez will be had upon completion of the SP maze ... not within it (unless another Grunt is available to re-start the timer)!
Borderz will be accessible at some time by the solver's Grunt(z), or contain a Rolling Rock that providez either hazardous conditionz, or doez something (time-controlling) to temporarily provide access to an area containing a prize.
I will also try to maintain a ratio of 4:1 of "in plain sight" versus "hidden" prizez ... and those "in plain sight" prizez will show enough for the solver to be aware of their existence.
Brick puzzlez will either be small, or Spy Gear will be provided to reveal the route ... and multiple layer Brickz will be created only by enemy Gruntz (building upon Foundation tilez ), not designed into the puzzle. Why should the solver have to break three layerz of Brickz (some containing Explosive or Gauntletz-breaker Brickz ) when a single (anonymous) Brick will be as 'puzzling', and take less 'solving' time?
As to Coinz: one Coin is reward enough for the solution of a mini-puzzle; truly difficult puzzlez (mazez, usually) may contain additional Coinz in 'safe' placez, where the solver can SAVE ... or make a required trip to the restroom facilitiez. Yellow Peril... again is a bad example.
Bridge puzzlez: one in ten tilez will be 'safe' onez, for SAVE-ing and determining what needz to be done next. (See "The Three Musketeerz" early bridge puzzle for an example of a well-designed puzzle which is eminently fair to the solver. Tough ... but fair.)
I almost forgot! I give GooRoo's rule to never give up a tool until you are certain there will be no further use for it ... but have created CLz where I exchanged Toolz frequently, sometimez re-acquiring a Tool that I had at some time previously. Knight's Tour is one that comez to mind ... but the nature of that beast was such that I doubt it could have been avoided.
These are only the mistakez I can think of (while creating this post) that I have made in previous CLz ... there are probably several other "no-noz" that Gruntzerz would take me to task for committing. Feel free to remind me of them, so I can avoid repeating them.
One (and only one) Warp letter in the puzzle. Yellow Peril... is one bad example.
One Red Warp that only allowz the acquisition of said Warp letter, since 'easy' mode playerz can never see a RW .
One Question Mark Switch , resulting in the acquisition of a Coin (and possibly a Tool/Toy/PowerUp required to complete the puzzle). Actually, since 'easy' mode allowz the QMS, there may be good reason to have multiplez in a CL.
Holez which are only hazardz, and never contain anything of value (no 'Magic Shovel').
Moundz that alwayz contain something of value (including Time Bombz ) ... no 'blankz' eating up solving time, for no real purpose.
Rockz that are either (obviously) blocking access to a required area, or that contain something of value. Furthermore, I will attempt to be consistent about the contentz, as: alwayz containz a Coin; alwayz is merely an obstacle; alwayz containz a Switch; alwayz containz a Tool/Toy/PowerUp.
Red Switchez that only control Red Pyramidz .
Green Switchez that only control Green Pyramidz .
Yellow Switchez that only control Two-Way Arrowz .
Blue Switchez that only control Bridge Tilez .
Black One-Time Switchez that only control Black Pyramidz .
Silver Timer Switchez that only control Silver Pyramidz , with mazez that easily fit within a 640X480 (minimum sized) pixel screen. And extensive mazez will have a 'preview' that cannot possibly be entered by the Grunt, to show what will happen. Prizez will be had upon completion of the SP maze ... not within it (unless another Grunt is available to re-start the timer)!
Borderz will be accessible at some time by the solver's Grunt(z), or contain a Rolling Rock that providez either hazardous conditionz, or doez something (time-controlling) to temporarily provide access to an area containing a prize.
I will also try to maintain a ratio of 4:1 of "in plain sight" versus "hidden" prizez ... and those "in plain sight" prizez will show enough for the solver to be aware of their existence.
Brick puzzlez will either be small, or Spy Gear will be provided to reveal the route ... and multiple layer Brickz will be created only by enemy Gruntz (building upon Foundation tilez ), not designed into the puzzle. Why should the solver have to break three layerz of Brickz (some containing Explosive or Gauntletz-breaker Brickz ) when a single (anonymous) Brick will be as 'puzzling', and take less 'solving' time?
As to Coinz: one Coin is reward enough for the solution of a mini-puzzle; truly difficult puzzlez (mazez, usually) may contain additional Coinz in 'safe' placez, where the solver can SAVE ... or make a required trip to the restroom facilitiez. Yellow Peril... again is a bad example.
Bridge puzzlez: one in ten tilez will be 'safe' onez, for SAVE-ing and determining what needz to be done next. (See "The Three Musketeerz" early bridge puzzle for an example of a well-designed puzzle which is eminently fair to the solver. Tough ... but fair.)
I almost forgot! I give GooRoo's rule to never give up a tool until you are certain there will be no further use for it ... but have created CLz where I exchanged Toolz frequently, sometimez re-acquiring a Tool that I had at some time previously. Knight's Tour is one that comez to mind ... but the nature of that beast was such that I doubt it could have been avoided.
These are only the mistakez I can think of (while creating this post) that I have made in previous CLz ... there are probably several other "no-noz" that Gruntzerz would take me to task for committing. Feel free to remind me of them, so I can avoid repeating them.