I’m glad my feedback can give you some ideas to improve this gem!
I see! I’m personally not really a fan of this kind of progression since I mostly prefer the worlds to be increasingly harder rather than the final parts of a level to be such a big jump in difficulty, but this is your level and what matters most is that it satisfies your vision.TheDuke wrote: Fri Jan 29, 2021 11:52 amThe difficulty too high to be a start of the journey is due to the fact that I am not going to increase the difficulty chapter by chapter but section by section.
Chapter 1 Jungle: from section 1 easy to section 5 hard
you will have guessed from the ending that the next chapter will be mountain
Chapter 2 Mountain: again section 1 easy to section 5 hard
Though, while it’s not my thing, that will make the levels more enjoyable for the people who are not interested into the whole series but might just want to play a few or a single chapter.
I did realise that it’s very hard to implement a checkpoint without changing the whole level design, it’s more a flaw from ReDesigner’s limitations rather than one from the level itself, and that also applies to the way some objects like Coloured Tings respawn as you mentioned it yourself.TheDuke wrote: Fri Jan 29, 2021 11:52 amSection 3:
- regarding section 3 I am aware that a checkpoint is needed.
Unfortunately at over half level I realized that it was not really possible to place one due to how it is structured, you would be left without bziit and I have not found
a functional way to place one. That half level I had reached has become the end, I cut it short so as not to make it more frustrating than it already can be.
Though, I believe there might a way to implement a checkpoint without too much effort. The spot with the killdoor switch that removes the stopsign should be converted into a small room that would contain both a checkpoint and a small gendoor placed inside the photographer’s board (plus a magic seed as usual). The gendoor will spawn an extra Bzzit behind the stopsign (at least, where it used to be). It may break the immersion a bit if the players happen to see two Bzzits (though, I’m sure they’ll understand), but it would make the gameplay less stressful, which is much more important.
I tried it by myself very quickly in the editor and it works. Put the switch before the Photographer, that way, players will notice it more easily every time and will have fewer chances of seeing two Bzzits in the case they decide to ignore the checkpoint. Though, that’s just my idea and there might exist an even better way of doing this.
I’m not surprised it can take that much time for some people! The controls of this rocket have always been something quite hard to use.TheDuke wrote: Fri Jan 29, 2021 11:52 am- Only 5 minutes for the rocket cage? a friend of mine put 30 thereAnyway i think i will make it easier, you are not the first to complain.
Ah, now I understand why this part felt so ‘Designer-ish’ to me compared to the rest of the level!TheDuke wrote: Fri Jan 29, 2021 11:52 amSection 5:
- I am particularly attached to section 5, it is a level I did on Rayman designer when I was a kid and I tried to keep him as faithful as possible (obviously there were no pirates lol)
Unfortunately, unlike Designer, on Redesigner the checkpoint does not save the collected colored tings.
I still personally believe it would have been better to make it its own separate level as both that chapter and this section would stand stronger on their own, but I understand!
And anyway, while it’s possible to move sections to other levels through the txt files, it would take too much work to separate the pirate-themed areas and the mountain’s entrance from this section and to move them somewhere else in the level, especially since ReDesigner doesn’t have a feature to copy or move stuff between sections.
I’m not surprised as it’s a problem nearly everyone designing levels will have at some point! It’s difficult to think of every spot where a player could backtrack (or where they should be prevented from backtracking in some particular occasions), especially when there are so many other things to focus on.TheDuke wrote: Fri Jan 29, 2021 11:52 am- I hadn't thought about the possibility of having to go back to get themI will definitely remove the green tings in the first initial part before the checkpoint,
- oops 2, I didn't think about who would want to go back after the final point with the dino, I will remove the killdoor which removes the cloud
- I will try to reduce the number of green tings.
Though, rather than simply removing the cloud and its killdoor, maybe it could be better to add another one which will spawn through a gendoor at the end of the platform with the pirates. I believe you initially wanted to make the cloud disappear not to distract the player or to prevent them from going away when they have to fight the pirates, so you might as well stick with the original idea while providing a replacement for the cloud after the battle.
I’ll definitely check it again when I have the time and if you do release an update! It was tons of fun for the most part and I would be glad to enjoy it with fewer frustrations!





