| I don't know anything about the Warhammer series, so all the references are going to be going over my head. Going go.
I find the reskinned Joes to be quite cute, but that and the boss seems to be the extend of the reskinning. I think
there should've been more redrawn enemies to help resemble the franchise you're crossing over with.
Aesthetics aside, this is where the level start to fall apart, sadly. The first screen with enemies, immediately one of
the ladder guys scroll itself off-screen, which is a strange placement by itself. But the catch is on the next screen where
there's an annoyingly-placed Lyric that requires you to jump across the gap right as you enter or else you take damage,
and if you try to reset the room by climbing down, you'll get hit by the climbing enemy.
The Up-and-Downs were introduced in a way that you're gonna get hit without any indications that they're there, it's
not instant-death but still a rather rude introductory, especially after considering the next instance you see them,
you're not gonna bump into them accidentally.
Despite the general poor placements of enemies, I do like the rooms that have the timebombs along with a Cannon Joe and a Fan
Fiend. They feel more puzzle-oriented and not as unfair as the other rooms in the level.
Gimmicks aren't introduced very well either, as in one of the earlier rooms, there were 3 different platforms all introduced at once!
(Over deadly spiky goodness even, and there's one entirely new non-devkit platform.) Right after that, it drops the player into
a "think-fast" situation with the donut block that wasn't introduced beforehand either, so they are likely to die the first time
around. (Also the inclusion of the Joes there are a bit overkill, don't you think?)
You need to make sure to introduce new elements to the player in a safe environment, getting them familiar with the gimmicks
before putting them into action right away. Later on, the blue "horseshoe" platforms are used as deflecting surfaces for
your shots, a property that wasn't clearly conveyed due to the poor introduction.
There's nothing much to say about the boss as it's just the walker enemy with more attacks added in. The spread shot could
be a bit annoying to dodge but it's still manageable. I'd also suggest to tone down the laser damage a bit too perhaps?
All in all, it's a cute little crossover stage that's unfortunately filled with poor design decisions. I suggest to
look more into other people's stage designs or even the official levels, investigate how the difficulty curve for each
stages go.
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