How Mega Man 11's Levels Do More With Less | Game Maker's Toolkit
🕑 Added 2018-10-23 14:58:00 +0000 UTC Hello! 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
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Dave Pickett
Great 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>
Allison Fleischer
gmtk is POWERED BY PATREOOOOOOooooonnnn.
Just 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!
Hey 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.
sk8bit
Excellent video! Your level design analyzing stuff is my favourite.
Mark, 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!
Great Video! I think Dandara it's an interesting game.
Ryan Thompson
It'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.
TalysAlankil
That was some pretty crazy editing there, but it really pays off!
OSW Review
A day with a new GMTK is a good day! Cheers Mark!
Bryan Cave
My 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).
Joey
Powered! By! Patreooooon!
Josh Foreman
"It's like poetry, they rhyme." ~GL
Andreas
I 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