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High spoilers so most of it will be blacked out
Interesting boss battle, but very unclear as to what to do:
- There is minimal indication of what one has to do during the fight. It took me some time to realise I had to press specific buttons to progress. Use blinking sprites or some indicator to catch the player's attention.
- The turret part is what I disliked the most: it's highly dependent on your location in the room. No indication of the redirection cube, and when I do see it, I realise it's across the chamber and before I can get to it, I get shot to death.
- The detour from the main chamber seems very out of place.
- Jumping into the center pit doesn't kill you, only fades your screen.
- Even after defeating the boss, there is no indication that a faithplate opened up.
Still, it was still enjoyable. Portal Prologue so far is good, but underdeveloped and has the potential to be more. Good job, I look forward to more maps from you!
Part I: First Chamber
- Your cube dropper doesn't close.
- Don't stretch the 128 fizzler texture, use the left, right and center textures for fizzlers wider than 128 units.
- The BTS area lacks detail, it's more than just catwalks and tubes. Some vac tube items would also make the place more active.
- In my opinion, I'd prefer if the platform I fall onto was one I wouldn't be able to jump off from, as its tracks are below it. To me, I assume that I can just drop down on these tracks and run on it, which is of course not the case. If you don't want that, I can also recommend "electrifying" the rails.
- As dcook says, some prior indication of turrets and the need for the laser (it's behind some thick grating, making it look like it's unimportant) would be good.
- Your BTS lights, while technically working, they look visually dead. Use some point_spotlights and env_sprites.