unadulteratedpiratepizza

If I was developing a 3D Platformer, would it be better to stick the annoying water level near the beginning of the game, in order to get it out of the way and done with? Or, should I stick it in towards the end, as not to discourage players with early game annoying water level?

curiooftheheart

Depends, where did you put the forced and unfun vehicle levels?

unadulteratedpiratepizza

Oh, mid game for the helicopter, late game for the tank

Buddy, it's a 3D Platformer, it's out of my hands

Not good, chief, not good

You're a psychopath. Let's talk more

unadulteratedpiratepizza

Oh shit, oh fuck oh fuck! Now we might not have time to finish the game. We're going to have to cut development on the one really cool level and only have half of it

curiooftheheart

Just double checking, you have the shallow combat where all enemies have three times the health the should if you wanted to keep a good pace, yeah?

unadulteratedpiratepizza

Of course, nothing says fun like repeatedly mashing a button!

omgosky

Don’t forget the escort mission, pls be sure to make the pacing as annoying as possible.

unadulteratedpiratepizza

Do not worry, the mission target will move faster than your walking speed, but slower than your running speed, and they will stop sometimes for seemingly no good reason

silver-tongues-blog

what about the boss that has only a very short window of attack opportunity that takes place every 30 seconds and takes many hits to defeat with no variation in pattern as to drag out the fight as long as possible?