Monaco
Buoyant Income
6 Comments
レミにゃん  [author] 13 Jul, 2014 @ 11:56am 
I did try using a pressure pad-"conveyor" in another level but it always felt too hard to move in to my taste. It wasn't smooth enough to feel any fun. I liked the way how red/green beams "waved" the player through more.
cola.beans 13 Jul, 2014 @ 11:53am 
personally i feel that pressure pads have a much better aesthetic while serving the same function when space is cramped.

ill get a pic of the choke pts and show u :idol:
レミにゃん  [author] 13 Jul, 2014 @ 10:31am 
I am not sure what you mean by overdone choke points, any chance you could elaborate further?

The bottom floor lasers were something I came up with after trying real hard to make the bottom be at least somewhat challenging but without making it look out of place. I didn't think it made much sense that an engine room would have much spread security apart from the entrance.
cola.beans 13 Jul, 2014 @ 10:20am 
interesting take on a boat level! unique and bold, since boat levels of official campaigns have a bad rap.

start floor had a few "choke points" that felt overdone, bottom floor lasers felt a bit too cramped. possibly change those?

otherwise i think this level was well exectued!
レミにゃん  [author] 19 May, 2014 @ 2:06am 
@KaisarDragon Thank you! Yes, I was getting fed up with always having an escape point at the top-most areas like a helicopter and I did not think it would've made much sense to have the players use an entire cruiser, so I rather put the lifeboats around for that - which could not be at the top, naturally.

If backtracking is not to your liking, I could make sure to mention in levels where I have decided to force the player to travel a distance to escape. Would that help?
KaisarDragon 19 May, 2014 @ 2:03am 
This is a fun level. The only thing I didn't like was backtracking to escape, but you had lifeboats halfway down. Thumbs up!