How Mega Man 11's Levels Do More With Less | Game Maker's Toolkit
Added 2018-10-23 14:58:00 +0000 UTCHello! A new video, this time looking at the level design in Mega Man 11. Went a bit nuts with some of the editing in this one - hope you like it!
Comments
Great
2018-11-14 16:14:26 +0000 UTCLike
2018-11-14 16:14:10 +0000 UTCLike
2018-11-14 16:14:02 +0000 UTCGreat video, as usual! Are you familiar with Patrick Holleman's work? At the end whenever you are talking about how the elements recur like music it is a huge echo of his work on cadences in level design. <a href="https://youtu.be/x3y7CIfCI7E" rel="nofollow noopener" target="_blank">https://youtu.be/x3y7CIfCI7E</a>
Dave Pickett
2018-10-28 22:34:34 +0000 UTCgmtk is POWERED BY PATREOOOOOOooooonnnn.
Allison Fleischer
2018-10-25 21:54:54 +0000 UTCJust wanna say the visual aids are phenomenal throughout this video, especially the level breakdowns to highlight recurring mechanics. Made it very obvious, at a glance, to understand exactly what you were talking about, and made me think about Mega Man levels in a way I hadn't before. Props!
2018-10-25 21:19:34 +0000 UTCHey mark, have a suggestion for a game you could take a look at. Though it's not a platformer, I think the new Lucas Pope game "The Return of the Obra Dinn" is one of the freshest, most unique, and surprisingly addictive games I've played in years. But I can't really figure out why it's so successful at making its very clerical mechanics and visually static world into such an intriguing and immersive game. So I would love to hear your thoughts on the matter if you've given it a shot, there's really no other game like it as far as I know.
2018-10-25 19:54:43 +0000 UTCExcellent video! Your level design analyzing stuff is my favourite.
sk8bit
2018-10-25 05:32:11 +0000 UTCMark, at the end of your video you've asked for recommendations on games for you to analyze, and Dead Cells is a perfect match for your style. It's both a Metroidvania and a Rogue-Lite, and its design pushes both genres in an interesting direction. I'm having a blast playing it. Great video as always!
2018-10-24 20:43:51 +0000 UTCGreat Video! I think Dandara it's an interesting game.
2018-10-24 17:39:06 +0000 UTCIt's interesting to me that you make a musical analogy on this, Mark. Classical music scaffolds in the same sorts of ways, of course -- students learn to play Lightly Row, which introduces the Alberti bass figure in the left hand, before progressing onward to the more difficult "A Short Story" or Kuhlau's Sonatina in C, op. 55 no. 1, both of which require the Alberti bass figure originally introduced in the first of the Suzuki piano books.
Ryan Thompson
2018-10-24 16:12:41 +0000 UTCThat was some pretty crazy editing there, but it really pays off!
TalysAlankil
2018-10-24 15:34:46 +0000 UTCA day with a new GMTK is a good day! Cheers Mark!
OSW Review
2018-10-24 12:16:46 +0000 UTCMy feelings on Mega Man 11 are so torn. On one hand the mechanics are really solid, and the levels are designed in such a way that every special ability feels *really* useful when traversing the levels instead of just during boss fights. However there's some parts of the game that are so archaic that it really tainted the experience for me, and this is coming from someone that grew up playing Mega Man. There's certain parts of the game that was just extremely frustrating, and don't feel fair at all. I think part of it is that the game is designing sections around requiring you to use the speed gear, which is fair enough, except that it can then make those parts completely trivial instead, so it just feels like you're cheating (similar to your thoughts on Rush Jet).
Bryan Cave
2018-10-23 22:40:48 +0000 UTCPowered! By! Patreooooon!
Joey
2018-10-23 17:26:27 +0000 UTC"It's like poetry, they rhyme." ~GL
Josh Foreman
2018-10-23 17:21:27 +0000 UTCI like i and I have always wanted to have taken a deeper look at the mega-man series Great inspiration for a budding game-dev
Andreas
2018-10-23 15:17:36 +0000 UTC