Original Post
What are the worst examples of level design you've encountered? Here are some examples that come to mind: - When hazards are indistinguishable from environment (Tombi is terrible with those!) - When it's ambiguous if "below" is a platform or pitfall depth-death (for example Sonic Advance 3) - When ambitious environments totally overshadow invisible walls (Okami slammed you on the nose with... air!) - When there are empty dead ends just to make the level larger (hmm, Metroid II) Though, personally I have nothing against back-tracking if it's got new content (like in several Zelda games, which practically build upon seeing/remembering/revisiting). By the way, I was surprised of not finding any bad level design threads in the search here, any tips?