Author Topic: Super Myario Land : (another game by Bushido)  (Read 5701 times)

there's a difference between challenging difficulty and having it too difficult just for the sake of being difficult.
This is true.

http://tvtropes.org/pmwiki/pmwiki.php/Main/PlatformHell

i am explicitly going for 'too difficult for the sake of being difficult' though

the punchline is that it was inspired by Super Mario 3d World's cat mario

http://tvtropes.org/pmwiki/pmwiki.php/Main/PlatformHell

i am explicitly going for 'too difficult for the sake of being difficult' though

the punchline is that it was inspired by Super Mario 3d World's cat mario

This does not mean it is fun, or a good idea.

Just because you're doing it on purpose does not excuse bad game design.

what constitutes good game design in typical platformers doesn't necessarily apply as good game design here, cause i'm not trying to make a typical platformer

you're mistaking a normal platformer for a non-normal platformer and expect it to behave as normal, when it's only vaguely attached to the concept

it's like the difference between kart racing simulators, but with way more masochism involved

but it's not fun unless you're a masochist?
really you're buying into a fad lol.

what constitutes good game design in typical platformers doesn't necessarily apply as good game design here, cause i'm not trying to make a typical platformer

you're mistaking a normal platformer for a non-normal platformer and expect it to behave as normal, when it's only vaguely attached to the concept

it's like the difference between kart racing simulators, but with way more masochism involved

so what, you're making a terribly designed game on purpose except you're totally not because this isn't a normal platform game (dispite the fact it handles and plays like one, as well as being a blatant copy of the insta death platformer that has tons of cheap deaths and is crazy unfair "GENRE" that seems to exist) but it's totally okay because you're breaking new ground and making a band new type of platform game (?????) even though it isn't new at all and is almost exactly like the design of iwbtg.

Oh and then you state in the OP that you wanted to make a classic platformer, contradicting everything you just said.

Sorry what?

This type of game is not new or interesting. These are easy to make and never contain anything worthwhile. As tomcat stated, you are buying into a fad. These games are getting more and more well known, and they have not done anything unique in a long ass time.

you've also ignored previous concerns such as the camera being bad and the fact that there's nothing interesting on show here, not even a unique gimmick.

I do like the visual and sound design though.

sorry bushido but i really gotta agree with everyone here: this isn't fun.

i like it when games are super difficult, like super meat boy.
i just don't like it when it's unfairly hard, like i wanna be the guy.

the difference between these two types of hard is that in the super meat boy kind of games, you get a perfectly fair chance to beat the level in one try and that if you fail, it is completely due to your lack of skill.

in the i wanna be the guy type of games, the developer spams cheap death everywhere(spikes coming out on touch of any surface the player would believe they could land on, deathtraps dashing into the screen faster than a human can react to, not having a screen big enough to see what kind of deathtraps are coming, etc.) and then calls it "high difficulty". this is one of those games.

i didn't really like momentum either because it was also filled with cheap death. sometimes you jumped on a balloon or something, and would stay too high in the air and fall on spikes/fall into a bottomless pit because you wouldn't be able to see what was about to come.

actually i'm talkin with cheemo right now and he's pointing out all the bugs i missed

so the camera's fixed, i moved around a few parts of the level so that later parts of the level build on what you already know (instead of just springin' stuff on you)

so what, you're making a terribly designed game on purpose except you're totally not because this isn't a normal platform game (dispite the fact it handles and plays like one, as well as being a blatant copy of the insta death platformer that has tons of cheap deaths and is crazy unfair "GENRE" that seems to exist) but it's totally okay because you're breaking new ground and making a band new type of platform game (?????) even though it isn't new at all and is almost exactly like the design of iwbtg.

Oh and then you state in the OP that you wanted to make a classic platformer, contradicting everything you just said.

Sorry what?

This type of game is not new or interesting. These are easy to make and never contain anything worthwhile. As tomcat stated, you are buying into a fad. These games are getting more and more well known, and they have not done anything unique in a long ass time.

you've also ignored previous concerns such as the camera being bad and the fact that there's nothing interesting on show here, not even a unique gimmick.

I do like the visual and sound design though.

it's a classic platformer aesthetically and control-wise

and also it's deliberately misleading. highlight the OP.

i never said i'm breaking new ground explicitly (cause i'm not sure how well this idea will work) but what's on show here is that this is a game i made to experiment with sound and visual design but is also- and this completely throws under the bridge any work i did to convey this in the game, which you seem to have not tried to play any longer then to realize you're playing platform hell and then immediately quit- an unfair platform that uses the fact that it is an unfair platformer and thus uses unfair platformer tropes to create a different experience

all of the elements that make an unfair platformer an unfair platformer are used consistently (invisible blocks, etc) so once you bonk your first one or two you get into the mindset that yes, there are invisible blocks, and then as you continue from there you're supposed to not only take them in stride but be savvy enough to expect them and thus react appropriately to get past obstacles

then the game builds around your knowledge of invisible blocks and subverts, inverts or completely averts the trope they represent

so in essence the entire game is basically just playing with the idea of platform hell by being a platform hell that wears the fact that it is a platform hell on it's sleeve... then goes back and re-introduces classical platformer elements, to make a new experience

sorry bushido but i really gotta agree with everyone here: this isn't fun.

i like it when games are super difficult, like super meat boy.
i just don't like it when it's unfairly hard, like i wanna be the guy.

the difference between these two types of hard is that in the super meat boy kind of games, you get a perfectly fair chance to beat the level in one try and that if you fail, it is completely due to your lack of skill.

in the i wanna be the guy type of games, the developer spams cheap death everywhere(spikes coming out on touch of any surface the player would believe they could land on, deathtraps dashing into the screen faster than a human can react to, not having a screen big enough to see what kind of deathtraps are coming, etc.) and then calls it "high difficulty". this is one of those games.

i didn't really like momentum either because it was also filled with cheap death. sometimes you jumped on a balloon or something, and would stay too high in the air and fall on spikes/fall into a bottomless pit because you wouldn't be able to see what was about to come.

the intention is that only the first level or so is impossible to beat on the first run because early in the game it's still trying to replace any 'normal' platform logic with it's own logic. later levels are supposed to capitalize on this

what i'm getting is that you guys generally just don't like the unfair platformer genre (and that's fine, cause not everything can appeal to everyone)

also do you not like the new momentum or the old one with weird camera antics

also, i'm not calling it high difficulty

i am explicitly laying the fact that this is cheap and unfair (literally it is the name of the genre) out for you

... sort of.
« Last Edit: June 30, 2013, 11:50:37 AM by Bushido »

I can't get past the section before the second moving object.

you mean the deathwall?

yeah but Bushido it turns out nobody likes that genre.

at least 2 people have played this all the way through and praised the look, feel and overall polish

and besides, enough people played i wanna be the guy to warrant an entire franchise. there's no way nobody likes it

you mean the deathwall?

spikes on the ground with invisible blocks above it as well as two spikes horizontal facing.

It's a .rar

and i dont have a pc.

forget.

explain away all the vague hipster indie game design theories, the core issue here is that the majority of people aren't having fun with it