Monday, January 25, 2010

Making a good level

While some of these thoughts may be subjective...

* Avoid placing the construction area on top, where the menu must be constantly opened/closed.

* Test your levels before publishing. Far too many forget to include a goal piece (ball). Also, be sure the goal is actually big enough for the piece to fit.

* Don't name a level "impossible", when it takes all of a minute to solve it.

* Originality - please... do we really need 2,247 variations on Mission to Mars? Avalanches? 10 ton things crushing everything?

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