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"The very beginning of the level could use a lot more work. It's very easy to fall off and miss the 2 gems up there. The starting camera angle gives you no clue without rotating the camera to see where you have to go"
I heavily disagree with most of this statement. Yes, I do agree that the start of the level needs work, but I don't find it particularly "easy" to fall off from up there, so long as you move carefully, That's generally the premise of the level - teaching you to move with care and precision, rather than going full speed ahead in a straight line all the way.
Additionally, rotating the camera during the countdown is absolutely nothing new, and there are a plethora of levels in this game that encourage this simple but useful mechanic. Sure, I think I can be on-board with saying that the start to Floorboards is "cheesy" but I'm not willing to admit anything further than this.
It is not my error that players such as yourself refuse to explore this mechanic. If you or others don't explore this mechanic and miss a gem? That's fine, just try again. There's no shame in resetting, taking time to move the camera around and explore, that's what this game is all about, at least to me.
"Getting back up to grab a missing gem effectively disqualifies the player from getting a good time"
Sure, this is fair. But trust me, anyone looking for a "good time" on a level would know almost immediately that going from the middle back up to the top after missing a gem is simply unoptimal. I had only encouraged this type of path as a means of providing variety in movement in the level and giving all players of all skill levels the opportunity to move about and use the Super Jumps in whichever creative way they desire. I try to express this with all of my powerup placements in all of my levels. On my difficult and easy levels, I leave options up to the interpretation of the player, as this allows for each player to keep having unique experiences. I enjoy seeing the different paths people take on my levels, it's one of my favourite parts of being a builder.
"The platforms that move up and down? Why wasn't there more of that?"
Good question! I like to provide variety in my level building, even in the confines of just one level. I wanted each layer of Floorboards to represent something different. I had several ideas of what the platforming could entail for this level, and I wanted to try and express them together. Does this make for a liner and friendly experience? Not exactly, no. But not every level is meant to be straightforward and easy to understand. If that were the case, custom levels would be boring. I'm glad you enjoyed the moving platforms, but I would rather not overuse them in one space and have them grow repetitive or overly tedious.
"If you insist on having the Super Jumps, you could maybe have a "hill" portion that obscures vision of the middle map portion. "
Again I disagree with this. Super Jumps can be used for so many movement options, even if their concept is quite simple. Adding a "hill" portion would simply take too much away from the "soul" of the level which I had envisioned - I wanted to keep Floorboards open-aired and freeform - and I feel it wouldn't fit the level as it is. I will reiterate that Super Jumps are not a requirement and I rarely see them that way, particularly with this level, but I leave them as they are so players can respond to them with whatever ideas they like to conjure. Doesn't that sound fun to you?
"But the finish pad's placement really breaks the flow of the level. The Super Speeds and the steep 1x1 inclines really stumped me, but it didn't feel like a fun puzzle to solve. It felt largely tacked-on and unrelated to the overall fun of the precise platforming required to safely get every single gem. That particular gimmick to finish the level feels like it belongs in a different level entirely. Why not trickier moving 1x1 platforms that surround the Finish Pad's platform?"
Another fantastic passage. You're right in saying that this part of the level was largely tacked on and not well-tested. For some backstory - Floorboards took an entire month to build - most of that time was spent actually on "building hiatus" since I had no motivation to build levels. Once I was stuck home for a few days recovering from side effects administered by a COVID vaccine, I decided to open Unity and work on Floorboards again. Essentially, what I am trying to say is that Floorboards was worked on in two parts when I had two different states of mind as to what I wanted the level to be. I think it was foolish of me to rush back into it and I hope I can be more patient with my level building in the future.
I also liked your suggestion for the ending of the level and I will take it seriously.
"The heights make it difficult to assess where there are safe spots to land."
Use your camera, use your eyes, try and try again. You will find a way. Not every level is meant to be easy. In fact, I had planned to make Floorboards my most difficult level, and I feel I mostly succeeded, but I don't particularly think this is a bad thing.
"I don't know how much hard work goes into designing custom levels, but as a player, I feel like this particular map could be better."
No map is perfect, and so I agree that Floorboards could have been better. I made this level while I was still quite a new builder, and I have grown by some amount since then. If you're still around, I suggest you trying more of my levels, if you'd like.
Additionally, maybe you can try building some levels yourself! It is quite fun, but it is far more challenging than I thought it would be. Check out this helpful tutorial, you might get a grasp on the difficulties of level building. Skim through if you wish - https://www.youtube.com/watch?v=bH98WEZxXOg&ab_channel=Space
Really, we always like seeing new builders around, and our community has a lot of helpful people in the official discord (discord.gg/marbleitup) if you'd like to hang around and ask some questions. The more levels the merrier! (Psst, I may make another Floorboards level at some stage, so that's another level idea to the pile!)
To end this response, I would like to ask a question of my own - What compelled you to present such a lengthy "feedback response" to my level? I have never seen anything like it.
Apologies for responding several months after you posted your feedback, I am not the most "Steam-savvy" user around.
I responded because I care very much about my levels and my building abilities. I try to make each new level my best one yet, and I see each of my levels as a contraption that I spent quite some time carefully piecing together, so I find it intriguing to see that something I made brought out quite a response from a total stranger.
That's about all I need to say. Take care
~Hyran