Hotline Miami 2: Wrong Number

Hotline Miami 2: Wrong Number

SCAVENGE Ft. The Last Stand
15 Comments
12$ Sleepyhead 21 Jun, 2020 @ 9:13am 
Outstanding work.
FYR1 18 Apr, 2020 @ 7:08pm 
It's really annoying with the hidden enemies
nubkaaj 26 Feb, 2020 @ 5:14pm 
The way this level is made and the setting of the level makes it one of my top favorites. The way Jack (Player) spawns with a nailgun made me believe that he was carrying a pistol with a huge handmade silencer and the enemies now look like they are part of a special government, armed to the teeth especially the buff guards.
SzymiJPG 25 Feb, 2020 @ 6:30am 
As much as i love your levels Zen. I have to say. I cant see shit here. But still it is a great looking level and i had fun on it. But it got a little bit frustraiting at moments
Fusilli_ 24 Feb, 2020 @ 8:55pm 
The problem is that your levels focus on aesthetics more than engaging and overall fun level designs, creating huge floors that are way too open and overusing the darkness filter to imply realism in a game that's far removed from that term.

Your level design philosophy seems to be creating the whole environment first and then filling it with enemies, which is objectively the worst way to design levels. Instead try making the skeleton of your level first with walls, enemies and a few necessary props that affect an enemy's patrol route or restrict the player's movement.

Be mindful of your spacing, large open spaces like the ones found in this level aren't engaging and make for a lame level. The ideal rule of thumb is "If the player can kill an enemy without being seen, the enemy's placement is poor." Striking the perfect balance of rooms that are just the right size is difficult, keep playing around with the sizes of your rooms til you get something that works best.

1/2
Fusilli_ 24 Feb, 2020 @ 8:55pm 
Then, when you have a core level design you're comfortable with, you can begin detailing with other props and tiles.
Dennaton were able to make convincing level locations with just a few props per room, so overdetailing is never excusable and props that inhibit the player's vision like the tin roof are always bad ideas.

2/2
Zen Advent  [author] 24 Feb, 2020 @ 1:12am 
@TheHoldDoor I can see your point with that, although with the visibility issue I can see that on the second floor, mostly it was meant to be swarmed with heavy security, pretty sure the rest of the floor you can see no problem, I was going for a tactical and fast pace you also have a shift key to scope out the level so there is that. I will keep in mind though.
TheHoldDoor 23 Feb, 2020 @ 8:17pm 
Seeing is believing, and I believe I can’t see anything here.

Visibility has always been a prevalent issue in many of your levels, even more so in your recent levels. I’d really suggest you get playtesters for your levels, because right now the quality of your levels has not been improving.
jugbob bandpants 23 Feb, 2020 @ 2:06pm 
Yes! VERY glad someone recognizes the flash game for what it is! THANK YOU!
Tone11 23 Feb, 2020 @ 1:39pm 
Pretty decent except for those hiding under trees, containers, etc.
ogneni 23 Feb, 2020 @ 8:43am 
Faking hardcore! I liked.
Apples 22 Feb, 2020 @ 6:03pm 
The level is very amazing! especially the spritework. But the offscreen shotguns kind of ruins the flow of the level. Upvoted
Zen Advent  [author] 20 Feb, 2020 @ 4:43pm 
@DAPPY noted thanks for pointing it out kinda lost track on where the sprites come from.
250 BC ancient mayan tablet 20 Feb, 2020 @ 3:55pm 
Hey fyi this level uses a lot of my sprites
Nerdspartan 20 Feb, 2020 @ 12:49pm 
This level is very pretty and detailed, and the reskin is really cool, but in my opinion the visibility is very poor; there is too much detail, too much darkness effect that make it very hard to spot the enemies. On top of that, there are huge foreground sprites that can completely hide them. (mostly on the 2nd floor)
I got killed many times by a guy hidden below a container or by an off-screen shotgunner sniping me across the map on the 2nd floor, it made me paranoid.