Freedom Planet Mod Random Levels

Published on ● Video Link: https://www.youtube.com/watch?v=h0NL2Q_x2IY



Freedom Planet
Game:
Duration: 0:00
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The results of trying to play through a version of Freedom Planet with the positions of all of the existing objects in the game replaced with random values, the only condition being that it is somewhere within the width an height bounds of the level. This current setup does all of the randomization one time prior to the modified game being launched. I'm working on a version that randomizes per-level, but not per-death.

I think I got a total of 6 screen clears in this set.

Of interest:

Messing with the character and level select screens in this fashion makes it impossible to choose anything as the confirm button simply will not do anything, This suggests either objects that were moved to the edge of the screen were deactivated, or that the exact position matters for deciding which character/level to select on those screens.

Most screens are impossible to complete, usually due to creating an impenetrable vertical wall, and the bottom bounds of the level counting as a killzone.

The boss-room locks tend to initiate something of an auto-scroller section. FP1 is entirely capable of creating forced vertical-scrolling segments, even though there are no current hand-designed levels that do that. @52:20

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With the exception of Sky Battalion, almost every checkpoint in the game will ensure the player lands on a solid platform. I have no idea why this works.

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Some platforms seem to work on two-object system, similar to how the player character depends on several objects to function. In particular,you'll see normal-looking platforms that can be passed through, and completely invisible walls/floors in other places.

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Milla has the best survivability in unintended conditions simply due to her ability to zip DOWN as well as up through softlock boxtraps (@1:07:30). Lilac's boost can get her out of ceiling traps (@59:40). Carol struggles to get anywhere without a bike, but has a higher tendency to get fast and easy up-zips (@10:05).

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Certain obstacles that are annoying or frustrating in a designed level become INFURIATING when placed randomly. The crushers in Thermal Base and the spinning metal-balls that emit fire in FD3.

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It's unsurprising that levels designed with care and consideration by an actual human are a lot more fun and fair to play than low-constraint rearrangements. -- Watch live at https://www.twitch.tv/annmwhite







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