Author Topic: Qualities of a good challenge?  (Read 2357 times)

What does the common player find in a good challenge? What makes one better than the other? The difficulty, the looks, the length? Mainly all I do is make challenges. So I would like to know what people look for from a challenge.
« Last Edit: September 05, 2012, 12:44:05 AM by PieSlapper »

Not all just jumping levels, put some click challenge in there too.

I like look somewhat. A plot to go along with it like in portal 2 is allways interesting.

Anything that isn't a maze. At least, with a maze on paper, you can see what's next to you.

make each challange POSSIBLE.
after you make a level, test it yourself.
write how many tries it takes

make each challange POSSIBLE.
after you make a level, test it yourself.
write how many tries it takes
I test all my levels before I host them. I also try to have at least one other person test them as well. All my challenges are possible.

Make it compatible for multiple players; so when your server has people, others wont complain if they have others blocking.

color code bricks?
bricks that are used for walls or are generally useless could be gray, checkpoint platforms some color, and bricks you actually use for the challenge another color.

basically, make necessary bricks noticeable...?

Anything Mold's stuffty 15 minute slap doesn't have.

Anything Mold's stuffty 15 minute slap doesn't have.
are you just butthurt that you didn't finish it?
mold's was averagely 5-7 hours to beat and it was good.

fast paced. Not really alot of time to stop and think of the next jump

Creativity, variety, and a smooth difficulty curve that starts off easy.

Dedicated server
Noone wants a challenge that suddenly disappears

Don't forget a good flow.

EDIT:
also not a good idea to do this. http://www.youtube.com/watch?v=j1be244WaoI
« Last Edit: September 04, 2012, 02:34:11 AM by Fastlex »

are you just butthurt that you didn't finish it?
mold's was averagely 5-7 hours to beat and it was good.
No, I didn't finish it because Mold banned me from his server because i gave him constructive criticism (Reason: "stop annoying")  to have his bad challenge have some variety because all the levels were basically the same as the one before. If you have played a good challenge you can't say Mold's was any good. All the levels were just jumping around blocks. There was a click challenge but it was really cheap AKA a board with 100 buttons and one of them gets you to the next level. What kind of level design is that? Its just a waste of loving time a challenge is supposed to be based on skill, not luck. What if Super Mario Brothers had a level in it where you just need to press a 100 buttons and one of them was the one that blows Bowser's castle up? I doubt that kind of a stuff game would even get to the market and neither should this. Mold needs to improve his challenge much more before he can and should host it. The challenge has way more big issues like lack of space for multiple players to go trough the challenge, a checkpoint system that allows you to leave the server and come back to continue from where you left, Kill bricks for the first few levels that just make you literally kill yourself, most of the levels are just the same thing with different cosmetic looks, There is no real challenge in the challenge its just "oh if you know how to do this, you won't fail", the challenge lacks creativity. i bet Mold just copied all the obstacles off some other challenge because i didn't see anything new and/or innovative, the levels don't have any decoration in it, there is no real theme its just "finish level go to next level", There were no trick levels. Here is a good example of a trick level because it fooled me 4 years ago. the way how to get to the next level was a trapdoor above the sign with the arrow. Now that is creative, but Mold's challenge isn't.

tl;dr - Mold's challenge lacks creativity, innovation, inspiration and variety.