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Don't misunderstand, feedback is welcome and all, but I'm not planning on changing my specific map creation style anytime soon- especially if it works well in my playthroughs and with my playtesters (To the rest of the community? Maybe not- heh!). I'm just saying that I'm quite aware of my maps' problems (usually). Thanks, though!
(Also, I thought I made it obvious, but the "git gud" is just for fun, don't take it seriously- I added the "I don't know why I'm using this all of a sudden" part for a reason)
(2/2)
Side Note: One Trick Puppet's quite easy anyhow, but I do agree about it being a bit forceful. That's just how the layouts are for this one.
If you're having trouble due to lack of ammo... well nothing to be done with that but say it's your play style(s)?
(1/2)
Not having ammo just makes the players resort to "Please consult your sledgehammer before completing this stage." You can complete the levels with those tactic as well, but it's quite tiresome and doesn't seem necessary to force upon the players if they aren't "good enough" or whatever when you could just give some stuff: I mean does it really hurt you if they don't go through the scenario as you imagined and have, Idk, a bit fun trying out some nonsense? Taking a "git gud" stance as a player is one thing and another as a level designer.
* Looks like Immortal Bartender didn't appeal to you- can't do anything about that
* I don't really like putting light switches unless I think there should be one, they make the levels way easier
Thanks for playing my maps! I don't know if you've played everything in the collection, but here's hoping you enjoy them 'til the end or something!
* Ammo was little too sparse IMO on the first section.
* It felt weird that the second section had almost no light switches. The one that I found only turned on a light that was off already. I think there might have been in a bathroom...
* The "can't be killed vampire" didn't seem like a particularly fun concept if you ask me. What's the supposed flavor behind that? As is, it seems like a rather artifical obstacle thrown in the front of the player. In my playthrough, he fortunately got stuck on the leftmost wall - was that intended?
* Final part was more of a cutscene than anything else.