Sorry, designing levels for Sonic is difficult and multi task- ey enough as it is.
Heck, if the profesionals at Sonic Team gave up on making their levels work for anyone but Sonic, then we amateurs have quite a challenge.
I mean, not that I'm qualified in making statements about character specific level design, I'm a doofus focusing more on pretty landscapes then any kind of sophisticated level design, so I can barely even get Sonic specific levels right, but just sayin'.
Taking Tails and Knuckles into acount is already enough of a headache.
Vanilla SRB2 levels are in development for years for a reason.
Guess you folks have to hope for people to make Amy/ Fang focused levels from scratch, cause juggling all these different able characters in one level is a challenge few can conquer.
(Doesn't help it took me a long time before I even realized I could change the character to test levels with within the level editor too, but that's just me being an idiot.)
But hey, IF I decide to join OLDC Winter, I'll make a Fang/ Amy focused level, JUST for you. Or, try, anyway.
Looking through these early votes, it's funny how people can have completely opposite opinions of the same levels. I think some of you need to give these levels a second try, with different characters.
"Do I rank awesome speed level or awesome puzzle level higher?"
It was extremely often the levels were so different in focus I couldn't really make an objective opinion and had to default to "what's the most fun to play". And that's a very unstable and unfair qualification.
(As the creator of Aquatic Port)
Why does everybody think that the puzzle section is impossible?
You lower the platform on the right, and raise the one on the left which opens up a gap you can roll through.
I will never forget the time I saw someone post a demo of their Super Mario World hack on SMWCentral back in 2009 or so, and they had a door hidden in a lava pit, only that specific lava pit was not a real one. There would be no reason for the player to jump in said lava pit because the game teaches you that they are bad, so having one be fake like that was cryptic and bad level design. Every time I see someone make a level in anything and it has something that only the developer would really know I always think back to that, in part because it was a rather extreme example of that sort of thing.This is exactly why you should get someone to playtest your levels. You may think something is obvious, but that's only because you put it there. I see this problem a lot in Mario Maker and it translates here as well.
Never read anything more true. I have extremely low standards for quality regarding games, so seeing others thrash stuff that I love an absurd amount for all the wrong reasons is heartbreaking.In addition, I wouldn't worry too much about what feedback you guys might get in places like Discord and Youtube, a lot of gamers in general can be notoriously hard to please, and pleasing everyone is all but impossible anyway.