01-07-2013 06:14 PM
01-07-2013 06:58 PM
01-08-2013 06:49 PM
01-09-2013 03:10 AM - edited 02-13-2013 05:58 PM
When I look back at my levels I always think of how much better they could have been.
Don't beat yourself up too much.
When I was creating levels for Gravity Crash I had no less than fourteen revisions (each) till I felt I got them right. Good thing I did all the extra work because all of my levels were recognized by none other than the Just Add Water company founder and featured in the game's official press release.
I was one of only two user creators to ever be mentioned by the company.
I even got to talk with the company's founder directly via many emails about the game's development and possible future DLC. So in that case all the hours of hard work (and tons of play testing) paid off and I was very glad I put in the effort.
Here's one of my levels.
I know you felt pressure to release something as soon as you mentioned it on the forums. I understand that. But you should never let that rush the quality of your work.
Your levels are at least playable which is 100% better than most user created stuff out there. Sure, they both could use some polish in a few places but they are very fun to play. Nothing to be ashamed of by any means.
As far as my levels go, I'm more trying to force myself to learn (or re-learn) the tools I have at my disposal. I want to tell a story and have them pay tribute to the game I often love to hate, or hate to love depending on the day and how often it crashes.
If you feel the need to clean up a few things I'd say go ahead and republish the new version once you feel they best represent the quality of your talents and not a moment before.
I'm sure many of us here would replay your levels again and get the player counts back up in no time.