“A Descend Into Madness” by Parkecon

vp8ztpc | “A Descend Into Madness” by Parkecon @qp4mh3 | Complex, Traps, Switch-Heavy

This level does a good job of having different sections and using backrdrop and tile types to provide some variety. It also does a good job of using checkpoints to make the level manageable. I also liked the fact that jems appear mid-way, encouraging you to go back if you want more of a challenge. I thought it was cleaver how a counter was used to implement this.

I found the level design overall to be good, and I enjoyed the differing pace of the more puzzly part in the beginning and the more open area part of the second half. I found the platforms and missiles to feel very chaotic without being overwhelmingly so, very enjoyable. It was especially nice to have to go back and forth a little bit and reuse existing space.

The spawn point starts out in the line of fire.

If I had to make any recommendations, I would only suggest two changes. First, I would work to make the first two or three rooms a little bit more visually distinct so that it felt like there were three total sections instead of the main two. I also would change it so you don’t die if you start the game and don’t move. More casual player will appreciate a chance to get a handle on what’s going on in the level before they have to start reacting. Overall, a good level.

One thought on ““A Descend Into Madness” by Parkecon”

  1. Thank you so much for the kind words and review. I will keep the changes in mind with the next levels I make. Wish I had seen this before the level graduated to the tower. I was actually afraid the bottom area would be too overwhelming for players.

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