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Beret is a 2D puzzle-platformer game about a scientist, astonishingly named Beret, who has gained telekinetic abilities through his research at the Evil Corporation. He decides that the Evil Corporation is a tad too evil for his liking, and begins his solitary quest to overthrow the corporation and punish the evil deeds of his employers. Beret has 21 puzzle-filled levels, 120 collectable Medallions, over 20 hours of gameplay, and an unlockable level editor.

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Made a new level (Games : Beret : Forum : Player Levels : Made a new level) Locked
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Jan 29 2012 Anchor

I, this person before you that you have never heard of before, have made a custom level for this game on my spare time the past few days. I call it the Department of General Research: Theoretical Division, named after its lack of any real theme (as far as I can tell) and my vague concept of whatever it was I was doing. It's probably a bit shorter, easier, and more lenient with the time limit (my atrocious speed-running abilities will not allow me to accurately gauge how lenient a time limit is, and I wanted to make sure it was at least possible) than most of the custom levels uploaded so far, but overall, I think it turned out pretty well. Anyway, I'm thinking of making some more levels for this game, so it would be helpful if I could get some feedback for this.

Feb 2 2012 Anchor

Finally some feedback XD
Well.
Those are some preety convoluted puzzles for your first level ;)
I especially liked the first room (you dont want to know how long it took me to 100% it :rolleyes:)and the reincarnator/carrier bombing room was awsome to :D
So yeah!
Awsome ideas, awsome level, make more !!! :thumbup:
BTW: short feedback is short XD

Edited by: AkiTG

Feb 6 2012 Anchor

Nice level! This was a pretty short one with small rooms, but all of your ideas seemed to be self-contained enough that it worked out quite well. I did find the time limit to be quite lenient - I finished on my first try with ~30 seconds left and I know I made several mistakes. Anyway, here's some specific (and general) feedback:


- In general I think it's a good idea to put walls around the boundary of rooms rather than leaving them open. This lets the player know at a glance that the room is one screen (or however many screens it is). This is pretty nitpicky though. :)
- A few of the areas could benefit from having more transparent walls. For example, in the room with the white medallion, it was sometimes tricky to move the blocks around in the tight corridors when the walls weren't transparent, but it didn't look like there was a good reason to have them be opaque. I'm guilty of this myself in the main game, though, so again it isn't a huge deal.
- You win the prize for making the first custom level that actually scared me with a fake block! (It was the one in the first room.) The prize is nothing at all, I'm sorry to say.
- In the final room, you give the player a bomb and there's a cracked block that you're obviously supposed to destroy with it... but you also give them antimatter and a floating block. That's a pretty powerful combination! I ended up just skipping the bomb and antimattering the cracked block up (not that it was much to skip).
- The room with the reincarnator was pretty fun. It looked like it might be possible to do something with the green and purple link blocks to get the fragments in the bottom middle of the room, but I ended up just stacking spike balls. Was that the intended solution?

Feb 16 2012 Anchor

Wow; I thought I read something about being emailed when I get a post in my thread (guess I was mistaken), so I only noticed this now. I guess I should of actually checked here more often...

Anyway,
@AkiTG
[/spoiler]
I'm curious. Was it the blue medallion fragments that couldn't be obtained after the red switch was hit that got you, because I actually forgot about them while I playtested it and had to reset.
[spoiler]

@Kiwisauce
[/spoiler]
-Okay, maybe I'll try it when I get around to making another level.
-Don't really know what to say. I don't remember it being particularly problematic.
-Hooray! That fake block originally was going to be free to move, but during my first playtest of that room, I decided that it starting moving too early, and it was too obvious. Great to see my attempts at concealing it actually worked.
-I decided to make that room simpler than the objects placed in it would make it look. The bomb is really just a safer way of getting past the cracked blocks (since it doesn't risk touching the fragments with the antimatter). That room wasn't meant to be much of a challenge at all, honestly.
-You had a reincarnator! Why not just jump into the pit? Yeah, most of the spike balls are just there to distract from one important one (the vertical one with a link block) and the link blocks you mentioned were only for crazy platforming shenanigans, and for getting accross with the green switch (on?,off?; I feel like I should know this), after I realized the other spike ball with a link block was useless.
[spoiler]

I've been holding off on making another level because I failed to notice the feedback. Hopefully, I'll get to making another level soon. I'll try to make it longer next time.

Edit: Just started, and I ran into a problem: I can't seem to figure out how to make large blocks... I won't be surprised if I figure it out before anyone sees this post, but I may as well ask...

Edited by: LordFreezie

Feb 17 2012 Anchor

To make large blocks, you just need to select the stone block to the right of the dice blocks and hit the tab key to cycle the types.

By the way, I am looking forward to playing this! Apparently it is my goal to LP every Beret level ever, so yeah!

Feb 17 2012 Anchor

@LordFreezie
Uhm... I have no idea honestly.I think i just forgot the main ability of spikeballs,that is the ability to constantly hit the (green in this case)switch.
Or maybe small rooms confuse me :P

Feb 17 2012 Anchor

@Isocitration Thanks. I look forward to seeing you play my level, by the way. Oh, and Kiwisauce confirmed that my time limit was way too lenient, so maybe you could try to beat his time (about 1:30) when you speedrun it?
@AkiTG
[/spoiler]
You seem to have found an alternate solution to that room. The spike ball's purpose was to be an elevator, nothing more. The fireworks at the bottom left were supposed to be used to hit the switch, not the spike ball. That never would have occurred to me had you not mentioned it. I guess you must have destroyed its link block and took it to the green switch at the top? Don't worry about it if you don't remember. It took me a few minutes to remember the intended solution myself...
[spoiler]

Edited by: LordFreezie

Feb 19 2012 Anchor

@LordFreezie
One more thing

You see what i changed there.
Cause in the original room design it is possible to glitch throo the force field by using the gravity block.
Also, if you ask me (and you clearly don't but whatever) 1min whould make a good time limit ;)

Feb 19 2012 Anchor

It took me a minute, but I see it. You moved some of the tiles and one solidity block, right? I completely forgot about that glitch. Oh, well; I doubt it's any easier than the intended solution, anyway, and it certainly won't save time on a speedrun. Alternatively, it could have probably been fixed by moving all of the red solidity blocks at the top left and the white medallion a bit to the left and putting a rightward force field tile and a Beret-only tile there. I'm not really planning on making any changes to this, but I'll try to avoid these kinds of things in the next one. As for the time limit, I suppose 1 minute could work (still too lazy to test it), but I do think there should be some room for error (not saying whether this would be an issue or not, because I don't know).

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