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« on: October 19, 2021, 07:24:50 PM »
The levels in the Superlemminas pack are to the most part not puzzle oriented, so for me it was less about getting my route/solution denied. The traps didn't change the route but rather needed just one stair (and maybe some more for safety)/bash to get around them. Only in one level it made the skills more tight, else the skills were in such levels plenty enough to not be a ressource problem. Memorizing was actually no problem either since they are in obvious places if you know it.
But I don't think the levels are really explorative either, they are for my skill level brutally execution demanding. Not sure if every platformer player likes hidden traps.
I can see that it is a matter of taste, some people even like troll levels, some like the explorative aspect of hidden objects like WillLem.
But my personal problems with the hidden traps in the Superlemminas pack were:
1) The challenge wants the player to abstain from using tools the engine actually grants them by itself. This makes the levels much harder. And then when one thinks the level is beaten, a hidden trap crushes the success just before the exit. The player can feel trolled or cheated by that, especially since the challenge asked them to play fair and clear by the rules. This could be an incentive to just use action replay. After it happened to me I gathered myself and started freshly over, kept the rules. But it was really harsh for me.
2) I actually didn't expect the deliberate use of hidden traps in such a challenge, which made them hit harder as Proxima indicated. On the other hand one loses trust in the levels and fears traps everywhere.
3) Generally in hard/at the end of levels they have a bigger impact than at the beginning/in easier ones.
I'm actually not so into memorizing things as well though as I said that was not the problem here. I took the challenge because I wanted to improve my skills executionwise.