The level design is pretty good, even though the game itself is nothing more than a short demo at the moment. I can definitely see this shaping up pretty well. Is this your first go at a platform game? I dig the Mario-esque music too.
But yeah, as far as controls and stuff go, here are my thoughts.
The respawn time should be tweaked to be a little less. As what RoboBob said, it is a little lonng as it is (although I politely disagree with it being antiquated - MW2 for example has you linger after death a few seconds then has to reload). I love the fact it just pans back on the same screen and everything picks up right where it left off - objects don't reset, etc. Subtle, but a nice seamless touch (it was probably easier to implement that way, anyways)
The standard approach for platform jumping is you press the button gently or whatever, and then you end up going about halfway up the maximum height. Max height is only reached by holding the button down until you start falling. Yours of course lets you do little hops, but that seems like it would be gimmicky in a level (spikes above and below you, can only do little jumps to blocks)
The left and right controls are sluggish, but work. This is pretty close to the way Mario worked in that it was difficult to be precise. You may consider tweaking them slightly to make it a little less frustrating, but it's probably fine either way.
Finally, I did notice that if you do a jump and end up between two "
dirt"
blocks, it's possible to clip into them by a pixel or so, and jump off the wall as if it were another platform. Obviously not by design, unless you want to have a wall-jumping mouse.
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SubTerra
- Ultimate rank
- 2009 level design contest, 2nd place