Monday 21 May 2012

Spin Doctor: Playthrough of Levels: Room 4


I have just played through room number 4, of the 5 rotating rooms I need to play through. It seems this whole level was made based on a mechanic we decided not to use; the ability to climb ropes. That is my biggest concern about this level, since it's next to impossible to play through properly. I found a couple other flaws here and there that would break the level as well, here goes:

1. A cosmetic issue but none the less an issue during my playthrough. The size of the door was much bigger (taller) in scale compared to platforms and stairs, etc. I made a paper-Harland that would fit the stairs and platforms, as the scale of the door can be changed easily without affecting gameplay.

- Solution: Scale down the door, solve any problems with Harland being too big for the level, etc.


2. One of the biggest issues in this level, is that the platform to the left of the stairs can be jumped onto (via rotation) and the player can easily drop down to the platform below (where the arrow points in the photo with the notes I have made) and exit the level...

- Solution: Well, this is obviously not working so I suggest putting spikes onto this platform and change the level at the end so the player doesn't have to retrace their steps back onto this platform. Unfortunately this will no longer work as it is, but it can still remain there, as it needs to shoot out fire, perhaps if the player tries to stand on it, the mechanism where the fire comes out, will constantly be lethal/hot? 

3. Between the platform near the stairs and the platform that resembles a big block of stairs, has quite a distance between with them without the use of steam boots. The rope could be too far away from Harland so it'd be best to make sure the rope was closer to the other platform so Harland can swing onto the other, since at the moment it is closer to the end of the platform.

- Solution: Just make sure the rope is closer to the starting platform, for easy access.




4. This issue is similar to issue number 3, as this specific platform I spoke of above, serves as a platform later in the level as well, this is only a minor issue, though. The walkthrough says one must rotate mid-air after jumping off this platform, this does no longer work, as you must be either running or stand still on a platform in order to rotate, mid-air rotation does not work. This is only relevant to the end of the walkthrough, and as this platform would already break the level, this part is no longer necessary, but I thought I'd bring it up any way, as it was a flaw that I discovered while playing through this level.

Solution: No solution needed, as it was already solved in issue #3, this platform will no longer be accessable by Harland, and will only serve as a fire mechanism platform of sorts. 


5. THE biggest issue of the entire level: at the time this level was made, one could climb up ropes, this no longer works, and as this was the whole mechanic of the level, it is broken. Leaving it as it is will do no use as there is no way this level can work with the kind of rope that is in it, since it cannot be climbed.

Solution: You could keep the spirit of the level intact, and include ropes, but keep in mind that they cannot be climbed up. The type of rope has to be changed into a regular one, and the platforms have to be amended accordingly, to make it work. 




So other than these 5 issues, the level was fine as it was, it made sense, it just didn't work because it is no longer possible to do the things required in the walkthrough.





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