Retrofit Contest – Week 2
February 20th, 2010 - filed under Development News, Input Requested, Status UpdatesThe contest is now over. See the winners here!
More excellent work this week, but entries are starting to slow down, so let me lay out our greatest needs:
- A jetman!
- Exit door
- More music
- New sound effect ideas
And here are some things which I have, but could use some better / more creative entries:
- Steel ball, homer, flitzer, any enemy improvements
- The blue/red/cyan barriers
- Invincible cloak, stunner
- Switches, spikes, gem in wall, column, foreground vines, steel, gold brick
- Easy / teaching levels
Levels
It’s slow work reviewing good quality levels, and there are a lot of great ones in here so reviewing them took many hours!
I reviewed 241 levels and put 69 in the final round. These include:
3 bonus levels
7 easy
22 moderate
24 hard
13 extreme
Here are my brief notes for each designer:
adamd – Good variety and great visuals (with the limited tile palette). Favorite: d-m-ship
alexw – Some great variety and ideas in these. Favorite: artee001
benj – Magnificently tricky riddle
bens – Some fun ideas here. Favorite: beehive
bent – There are some great levels here. I like the way you use enemies to reveal secrets, like the insubstantial tiles.
brienb – These are some sadistic levels! Favorite: lotto/ohoh
ericf – Some good hard levels and clever game mechanics. Favorite: E1
jasonw – A deceptively tricky level.
joec – Some wicked hard levels, but a couple good easy ones too. Favorite: Shrine
joes – These have great playability, and a perfect progression from easy to difficult. Favorite: ventuz05
jonasr – Some really cool ideas here. Favorite: wer12
juang – These have a few cool new ideas, and are a lot of fun. Favorite: bcmissil
nickr – Good level. Could be interesting to offer an extra life for an extra trip across.
saga – Great intricate designs, but most are way too hard. Favorite: where
sebm – All crazy hard, at least for me. Favorite: switches
sn – Some very hard levels. Favorite: easy7
Learning Curve Needed
We badly need easy levels, and easy means super easy. The casual game crowd needs a very gentle introduction. I tried to do this somewhat in the original first 5 levels but it wasn’t nearly enough. My wife can’t even beat my original level 0 – it failed to be a good introduction to the game, except to experienced gamers. People were just looking around and learning about jumping when the trackbot killed them. Then they were getting fuel and learning how to fly when the trackbot killed them. As soon as they learned how to fly to avoid the trackbot, the spikes killed them. We need a much more gradual learning curve, and we need to make the harder parts of a level optional (eg, containing treasure only). Don’t assume the person playing these levels has EVER played an action game.
If you think an easy level can’t be challenging, think about how you would teach all these things in one level:
- understanding the game goal
- becoming comfortable with basic movement
- sensing danger
- jumping small gaps, then large gaps
- flying, then flying with control, then flying level
- learning to conserve fuel, and to monitor your fuel level
- learning to read clues that there may be traps, and thinking before acting when there are traps
- learning that missiles move in a predictable pattern
- learning how smart the trackbot is
- learning each special tile function
- using teleporters, then being aware of and predicting enemy teleportation, then using invincibility while teleporting
- learning what switches do, then how to use them, and enemy-triggered switches
- learning that phasing is possible, then where and how to phase
- learning to move quickly through purple doors, then through multiple doors
- learning not to destroy crates you may need
- phasing up, then phasing while jumping, then phasing while flying up, then phasing while flying level
- learning how to use enemies to your advantage
These should be taught over 10-20 levels, with lots of fun stuff mixed in. I don’t like tutorials. The best way to teach these things it to show them in actual use, without the player being in danger.
Some examples:
* learning to move quickly through purple doors
On the first encounter with a purple door, put it on ice. The player will slide through before they know what happened.
* learning not to destroy crates you may need
Put gold above crates initially, not essential items like gems or switches.
Game Changes
Playing through all these levels has led me to some conclusions about changes that will affect gameplay. I can’t adjust difficulty by changing the monsters’ speed relative to the player because it screws up a lot of game mechanics. Maybe I’ll just leave in the game speed adjustment via +/-. How do you beat hard levels, do you find the slowdown useful?
Some of these may require tweaking your levels in the beta (don’t bother changing anything yet):
- faint outline where barriers will be
- smaller collision area for spikes & spear
- no getting stuck on corners when jumping
- jump or step close to a spear will set it off, then you can move past slowly
- make phasing while jumping easier – only phase when at the middle of a tile
- show a faint outline when jetman is behind bricks
- flitzer light shows future movement
- maybe a button which reveals hidden paths
- placeable invincibility cloak
There will be automatic visual enhancements to levels, including:
- replace repeating columns with a solid column
- replace stacked ice stone with icy stone wall
- automatic edge finding + enhancement
- sag physical floor of sludge pool
And I want to add these options when saving a level:
- frequency of bonus items
- longer description
- music selection
- par completion time
This week’s entries
Feb 12th
A full tileset replacement from Joseph S.:

Love that extra life! Anyone want to make a character out of that shape?
Feb 13th
We have some sound effects! These are by Saga Musix:
And several more levels. Ben J. has a great puzzle – maybe too hard!
benj_1.zip
bens_1.zip
joec_3.zip
alexw_1.zip
Feb 14th
Enjoy your VD everyone!
Today brings another sweet tune from Coda:
Eric F. sends in a trophy graphic:

And here’s another batch of levels:
jasonw_1.zip
joec_4.zip
juang_1.zip
Feb 15th
Today Saga Musix offers more sounds:
And we have some more great levels:
adamd_1.zip
joec_5.zip
Feb 16th
Here are the great graphics previously contributed by Tim K.:

And some creative new designs by Eric F.:

New level submissions:
brienb_1.zip
arthurm_2.zip
Feb 17th & 18th
Slow days…
The contest is now over. See the winners here!
















