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Smoothing out level 2 and 3.

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Today there was some level design progress!

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Based on some feedback, I've been working on the levels to solve details that players are striggling with.

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The second level had a few problems:

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* The wording of the mission briefing made people believe that they had to get out of the pod. This was fixed not only by rewriting it but by attaching the character with a seat bealt to the pod.

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* The pod was simplified by removing the controls from the outside of the pod, into a separate deattached panel. Since the original configuration seemed like the pod was actually closing rather than opening.

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* Some coloring relations were set up to let the player know what controls work together.

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* The pedal use to be too close to the hand, and somewhat pushable by it. Now was moved to the bottom of the pod, the hand can no longer reached it (by a significant distant) and the fact that you have to use your foot should be pretty obvious now.

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newlevel2_compare.png


The third level required some changes too:

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[background=rgb(252,252,252)]The new additions:[/background]

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[background=rgb(252,252,252)]* A red cable links the button to the marker.[/background]

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[background=rgb(252,252,252)]* The marker is now bigger and clearer to point out the current color.[/background]

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[background=rgb(252,252,252)]* The arrows were made bigger to tell the player what each pedal does.[/background]

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newlevel3_compare.png


Remember, you can download a demo from here (windows v0.6.1).
I could really use some feedback =), specially in level design.

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