I am working on some areas for my game and wanted to get feedback on the general layout of things. It is a mix between an RPG and platformer. You can see an example of how the game plays here:
http://www.youtube.com/watch?v=uNNiZcaIh4M
And what I have so far of one of my areas is here:
http://img833.imageshack.us/img833/8852/startingarea.png (warning: large image!)
Please note that the background is white because in-game it renders the background (as per the video). Also note all in-game assets are NOT present in the image export because that layer also contains collision data and is very hard to see the actual layout if I show it as well -- this includes vertical platforms (as hinted by the rails), doors, enemies, flame pipes, item boxes, etc. And of course, the left part of the lower drop is not done yet.
I just want to know if the general flow of the areas makes sense or if I will cause too much confusion for the players. I want to lead them somewhat, but give them freedom without them feeling totally lost.
Any feedback would be greatly appreciated!
It looks good. I wanted to suggest maybe getting a copy of super meat boy if you haven't already played it. While it's arguable its sort of in a genre on its own, the platformer is still a vast majority of it. The mechanics in the game led to some very intricate level design mainly through the placement of things that will kill you. I mention SMB because I for one absolutely loved the levels, and the way in which they ramp up the difficulty as you progress and perfect old moves.
With that said, your game will most undoubtedly have its own nuances in which you can design your levels around your mechanics. In addition you can always put, say extra lives, in tricky and/or dangerous spots. Tempation is a good motivator.

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