VLDC9 #31 - The Cement Block Theory

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Published on ● Video Link: https://www.youtube.com/watch?v=3s4f7pFgKCk



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Duration: 19:15
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The Cement Block Theory, to put a name to this idea, holds that if you were to replace all of the graphics in your level with basic cement blocks so that it functions on a basic level, it should still be fun and enjoyable to play. It's a good design theory to live by so that you don't get so wrapped up in making your level look nice that you forget to make it actually fun.

As for the second level, gimmicks that take away the player's vision are rarely executed well and here is no exception. Why are there so many blind-ish jumps? Why are the line guides not visible on any of the three color cycles? You're requiring me to spin jump across moving saws with a low ceiling and (presumably, since we never saw what the P-Switch actually did) all under a time limit, but you give me no way to tell when the saws are going to turn around so I can adjust my movements appropriately? And why is that segment so far into the level, requiring me to spend upwards of one or two minutes to get back there just to fail again? There's a reason the level has a green door.

And as an addendum, I looked up where the secret exit in this level is and it's absolutely awful. You need to use the P-Switch at 14:00 to find it. But you also need to jump over the ceiling of the level at 13:34 to find the Key because it's just sitting in an alcove up there. Then you have to juggle carrying both of these backwards through the level all the way to the horizontal vine at 7:00 and press the Switch there to make some invisible ? blocks appear that take you to the keyhole, suspended over the void. It is quite literally a blind stumble for the secret exit.

0:00 - SQUARE LAND, 78th, by Wind Fish
3:44 - FLASH BLACK, 73rd, by Chill Pingu

SA Thread: https://forums.somethingawful.com/showthread.php?threadid=3803723







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Super Mario World
Mario
SMWCentral
VLDC9
FPzero
Tyty210



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