How To Fail At Level Design

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  • Опубликовано: 15 дек 2023
  • Almost every game needs level design, so it's time to learn how to be really really bad at it. No more of this pretty decent level design stuff. No. I'll show you the way...
    Discord: / discord
    Twitter(x): / theartindi
    itch.io: artindi.itch.io/
    Contact:
    artindigames@gmail.com
    Music:
    Doh De Oh by Kevin MacLeod
    Link: incompetech.filmmusic.io/song...
    License: filmmusic.io/standard-license
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Комментарии • 377

  • @Plide
    @Plide 5 месяцев назад +691

    A good idea in platformers is to introduce obstacles in an unsafe environment, far from a checkpoint! It's a great idea to make sure if the player doesn't already know the complex workings of a stage gimmick, they must go really far back just to get another try to figure it out. Bonus points if your game has limited lives, so if they just don't figure out the gimmick within their few lives, they game over!

    • @Artindi
      @Artindi  5 месяцев назад +141

      You triggered a bit of ptsd in me with this comment.

    • @pheonixmmkc
      @pheonixmmkc 5 месяцев назад +75

      NES developer mindset

    • @user-qj7ny5gd8s
      @user-qj7ny5gd8s 5 месяцев назад +14

      Dude, you just described entire "Trap adventure" idea

    • @stroyosh4670
      @stroyosh4670 5 месяцев назад +4

      Oh my goddd nooooooo😭

    • @destroyallbacteriad.a.b9007
      @destroyallbacteriad.a.b9007 5 месяцев назад +8

      Every Megaman game😭😭

  • @geothepoly
    @geothepoly 5 месяцев назад +427

    Remember that the key to a well paced level is to have as many slow moving platforms and other mechanics that involve waiting. That means the level is longer, and that's always a good thing!

    • @Plide
      @Plide 5 месяцев назад +56

      Good idea! For added effect, make sure the slow moving platform sections are the only way between key areas you'll visit a lot! Another great thing to do is to AVOID placing checkpoints near these sections! Make sure the player will have to redo these slow obstacles every time they fail, just to get another shot at what's ahead!

    • @Artindi
      @Artindi  5 месяцев назад +25

      Excellent ideas! :D

    • @artman40
      @artman40 5 месяцев назад +10

      Also: autoscroller!

    • @ravenanne1734
      @ravenanne1734 5 месяцев назад +15

      Especially in games where speed is encouraged through mechanics and timers; if your player goes fast every level, they won't have time to look at all your amazing art and assets!

    • @zaidlacksalastname4905
      @zaidlacksalastname4905 5 месяцев назад +2

      More playtime is more game is more fun

  • @Artindi
    @Artindi  5 месяцев назад +721

    I made this video.

  • @artman40
    @artman40 5 месяцев назад +128

    Sonic 1...gets 1 zone that takes advantage of the game mechanics well, 3 zones that are antithesis of the game's mechanics and 2 that are in between.

    • @Mikewee777
      @Mikewee777 5 месяцев назад +29

      Hedgehogs can swim but you are playing with a magic blue hedgehog who is allergic to water.

    • @adrielalves531
      @adrielalves531 5 месяцев назад +9

      @@Mikewee777 ALLERGIC TO WATER HHHHHHHHHHHH

    • @thatperson1009
      @thatperson1009 5 месяцев назад +10

      Nah more like 2, Starlight also works too

    • @artman40
      @artman40 5 месяцев назад +10

      @@thatperson1009 This is usually considered 2nd best zone although it still has fans, bomb enemies and a few platforming things that briefly slow down your page, not to the extent of Spring Yard Zone though.

    • @funguy398
      @funguy398 5 месяцев назад +5

      Last level doesn't have rings at all, so any hit => death

  • @IDOLL_Dev
    @IDOLL_Dev 5 месяцев назад +80

    I actually have a revolutionary new technique for my newest game, instead of putting a quest marker and yellow paint to show the player where they need to go there's an auto-play button and it plays the game for them! I know it's very avant-garde so to prevent the existential horror of a total paradigm shift, I'm thinking of having an optional feature to turn the yellow paint on anyway, just so the player doesn't get a heart attack when they notice it's not there.

    • @zaidlacksalastname4905
      @zaidlacksalastname4905 5 месяцев назад +12

      If your player gets a heart attack, it's their fault. They should get good (at having proper cardiovascular functions)

    • @funguy398
      @funguy398 5 месяцев назад +3

      It's actually where we are going, there are people who beat elden ring/cyberpunk just watching RUclips playthroughs without even purchasing the game.

    • @KubinWielki
      @KubinWielki 5 месяцев назад +13

      May I introduce y'all to like half the MMORPGs from the Asian market (especially Mobile, but not limited to that platform)? They have unironically utilised autoplay for years by now. And yes, it literally makes the game play itself. No idea why that even exists, but there we go.

    • @thekingscrown8931
      @thekingscrown8931 4 месяца назад +13

      @@KubinWielki 'Cause the real game is the barely-disguised gambling systems.

    • @eltiolavara9
      @eltiolavara9 19 дней назад

      @@KubinWielki not even that surprising, seemed like the logical next step

  • @ugib8377
    @ugib8377 5 месяцев назад +293

    "I'm leading by example" god that one got me. The pixelart memes are amazing too. Keep up the failure my friend!

    • @Artindi
      @Artindi  5 месяцев назад +24

      For sure, (also, the secret to the pixel art memes, I just download the image and trace the outlines, it's super hard.) lol

  • @Smiley_404
    @Smiley_404 4 месяца назад +48

    A great tip is to also add collectibles inside walls so that the player begins to walk onto any wall they see.

    • @jonaut5705
      @jonaut5705 3 месяца назад +9

      Remember to never add any signs that it's a wall with stuff in it too.

    • @martintyrmer5484
      @martintyrmer5484 2 месяца назад +5

      And never ever give player an equipable item that makes it easier to discover these fake walls.

    • @stickguy9109
      @stickguy9109 2 месяца назад +1

      Cries in dark souls

    • @sillyguy_5559
      @sillyguy_5559 Месяц назад +3

      And!! Make those collectibles required to unlock secret levels

    • @TheMamaluigi300
      @TheMamaluigi300 6 дней назад +2

      You can only do this for one, singular collectible. If players get encouraged to do something and get *rewarded* for it, that’s bad design. Best to punish them for it with arbitrary instakill walls, and wait until players become paranoid of even touching walls before you put that one collectible in there, maximizing the amount of people stuck at 99% completion forever

  • @GoofyNameHandle
    @GoofyNameHandle 5 месяцев назад +131

    I love this series and I’m using on how to fail my next game and everyone hates it, even me! Thank you

    • @Artindi
      @Artindi  5 месяцев назад +23

      Great job! Let the hate flow through you, mah ha ha! :)

  • @signodeinterrogacion8361
    @signodeinterrogacion8361 5 месяцев назад +174

    This is the self-aware video, he's finally getting on his own two feet as a youtuber!

    • @Artindi
      @Artindi  5 месяцев назад +38

      I already had two feet, I don't need two more... Oh wait, this is another one of those metaphor things people keep telling me about... isn't it.

    • @treebit
      @treebit 5 месяцев назад +20

      we're witnessing a youtuber gain sentience before our very eyes

  • @iexist1300
    @iexist1300 5 месяцев назад +47

    1:38
    Its also useful to make sure that the obstacles in a level vary wildy in dificulty. That way people who want casual, or chalanging games get what they want.
    And also put the chalanging stuff at the end, while making the easy stuff take a long time. Players will enjoy this high stakes gameplay for sure.

  • @litera_cj
    @litera_cj 5 месяцев назад +21

    "You can only pick between these two options, though. There's no in between. Trust me." Wow, I instantly trust him :o

  • @epsilon017
    @epsilon017 5 месяцев назад +32

    The 7th thing is making sure your level has traps that will blindside the player. Gotta keep them on their toes and artificially drag out the playtime by making sure the player dies and restarts a lot.

  • @OtisMysteryMeat
    @OtisMysteryMeat 5 месяцев назад +54

    i’m passively interested in game development, mostly because I can already stop motion animate and i’m interested in making a stop motion game, but these videos have been interesting even with my almost non existent experience with game development

    • @Artindi
      @Artindi  5 месяцев назад +13

      yeah, even if all one does is play games, game design is still pretty fun to think about and learn. :)

    • @hazukichanx408
      @hazukichanx408 5 месяцев назад +8

      Quick warning though: Almost every part of game development is more difficult than you might expect going in, even if you go in having already heard this and gone "Okay so I'll expect some resistance and a bit of a learning curve". There's just... so much stuff, in my case I struggle with code / software that helps you create code (i.e. Game Maker) as well as overall motivation and difficulty with both learning all facets of asset creation, and the alternative - socializing enough to put together a team and keep up with them. But when you're in the right frame of mind for it, and/or if you manage to push through the hard parts, it can be really fun to do... just to lay little foundation stones and watch them come to life more and more as the greater whole begins to form. =)

  • @meowymeowz3948
    @meowymeowz3948 5 месяцев назад +21

    im using these tutorials and making my friend play my games

    • @Artindi
      @Artindi  5 месяцев назад +10

      You... are a true friend. ;)

  • @buzzlightyearpfp7641
    @buzzlightyearpfp7641 5 месяцев назад +20

    his episodes are already starting to get convoluted. i love it

    • @Artindi
      @Artindi  5 месяцев назад +2

      Me too! :D

  • @TheMamaluigi300
    @TheMamaluigi300 5 месяцев назад +10

    - When making a Metroidvania game, you want to design your world to maximize backtracking as much as possible. Avoid making shortcuts, placing areas you go to next near the one you’re in right now, or incorporating any sort of fast travel option whatsoever, so anytime the player wants (or has to) get anywhere, they need to go through the same, tired paths countless times. That won’t get tedious at all! 😊
    - When making a platformer or some other game in general where you fight enemies, there’s one rule you *must* abide by at: The bigger the swarm, the better. Cram as many enemies into a single room as possible, no matter how redundant or unfair that makes the experience. In fact, why aren’t we doing this with everything? Variety *is* the spice of life, after all. Cram as many gimmicks into your levels, overcomplicate them so they kinda look like the Brawl stages you made when you were 9 and felt compelled to fill every space with a tile. Program as many different gameplay styles as possible into your game. This will not only make the player have to learn a whole new, incompatible set of mechanics at a rapid pace, but more importantly, that’s basically another game you have to put time into not polishing, which helps ensure your game cannot reach a finished state in time for its release.

  • @stray1239
    @stray1239 5 месяцев назад +7

    you forgot blind jumps

  • @onlysmiles4949
    @onlysmiles4949 2 месяца назад +3

    One of my favorite anecdotes about the development of "I Wanna Be The Guy" was when a playtester found that one of the jumps required pixel perfect precision.
    When he brought this up to the dev his response was
    "So it's possible, then?"
    And so it remained that way

  • @EmirGD8
    @EmirGD8 5 месяцев назад +10

    The 4th wall is breaking

    • @Artindi
      @Artindi  5 месяцев назад

      what 4th wall?

    • @BigSillyOrangeCat
      @BigSillyOrangeCat 5 месяцев назад

      the 5th wall is breaking

    • @RetroIsWatching
      @RetroIsWatching 3 месяца назад

      ​@@BigSillyOrangeCatwe live in a hexagon now?

    • @BigSillyOrangeCat
      @BigSillyOrangeCat 3 месяца назад

      @@RetroIsWatching the fifth wall is the floor

  • @andregt4561
    @andregt4561 5 месяцев назад +12

    I thought this video already existed before it existed

    • @Artindi
      @Artindi  5 месяцев назад +4

      But.... now it does... 0.0

  • @concerningindividual629
    @concerningindividual629 5 месяцев назад +7

    I think something also important in level design, particularly for incredibly large levels in things like collectathons and metroidvanias, is having some sort of map so you don't have to memorize the level manually. So naturally, not having any map is the best idea, since that gives your game extra challenge for no work at all, which is always welcome! You should also throw in some required hidden areas with no actual hints to where they are just to make sure the player is REALLY getting the entire map memorized mentally.

  • @sverxrazum1130
    @sverxrazum1130 5 месяцев назад +8

    You either make a linear levels that extend only in one direction with arrows pointing towards it every 5 meters or you make huge non-linear levels only with one point of interest without any map and indication where you should be going. Nothing in between.

    • @TheMamaluigi300
      @TheMamaluigi300 5 дней назад

      The first one is just a beat-em-up, basically

  • @artman40
    @artman40 5 месяцев назад +7

    More things to fail at: Don't like where the player is going? Add invisible walls! Add them everywhere! Bonus points if your game has secrets that are harder to get to than invisible walls! More bonus points if player has an impressive moveset.
    If you don't want invisible walls, you can settle with classics like rubble, road construction barrier, a suit of armor you could clearly slip past or whatever.

  • @ballom29
    @ballom29 5 месяцев назад +11

    As I've already said in a previous video :
    Just ask the composer you hired for the music to do the level design for you.

    • @TheMamaluigi300
      @TheMamaluigi300 6 дней назад

      Plot twist: *you’re* the composer, and “jumbled chiptune cacophonies” is exactly the way to approaching level design as well.

  • @d1g1t4l_bl00d
    @d1g1t4l_bl00d 5 месяцев назад +9

    dude your videos are so well done and you dont have even half the subscriber count of content farm channels... RUclips really is giving you a hard time with the algorithm man

    • @Artindi
      @Artindi  5 месяцев назад +4

      Thanks! Maybe I should send them a stern letter. ;)

  • @therealblurrybarber
    @therealblurrybarber 5 месяцев назад +17

    I love your how to fail series. This channel needs more subscribers

    • @Artindi
      @Artindi  5 месяцев назад +4

      I love you comment, people need to follow it's directions. :)

  • @yds6268
    @yds6268 5 месяцев назад +16

    I like Dark Souls 1 as an example: amazing level design until Anor Londo, and then downhill from there. Especially Dragon Butts and 10000 statues in Lost Izalith.

    • @Artindi
      @Artindi  5 месяцев назад +2

      To be honest, still need to play that one. But I'll keep an eye out on lesions about level design when I get around to it. :)

    • @hazukichanx408
      @hazukichanx408 5 месяцев назад +2

      I feel like Dark Souls 1 has a very prominent "I'm gonna shoot myself in the foot SO HARD" moment right at the beginning, and people are like "Well that's intentional" or "It's just a more complex game" or "Part of the charm" etc., but really? You either luck out and find your way to the Undead Burg where the game's progression begins (unless you're an experienced, returning player who knows how to work the systems and wants to risk going one of the 'wrong' ways right away) or you start off bashing at brick walls with your face until you either find the manageable path, or get sick of the bricks and tell the game to get stuffed.
      Took me a couple years to try again after my initial "spooky graveyard? neat... oh, near-instant death by bleeds, not super neat", followed by "ghost-filled swamp? can't seem to harm them, and they can still kill me, also not great" (yes there's transient curses in a big pot right before you enter the swamp, and nobody anywhere gives you the slightest indication you should break the pot, take the curses, use one on yourself, and experience zero negative effects, UNLIKE normal curse status which is health-halving, persist-through-death trolling of players who dare to step in the basilisks' spew clouds for more than a microsecond) ...and so on and so forth.
      Starting the player at a big multi-branch crossroads with no indication of where, if anywhere, they would want to go for a vaguely survivable challenge... not great level design, to be honest. If the areas were of similar danger levels, sure. Or even if not, if there was even a snippet of dialogue from the crestfallen douchebag along the lines of "Careful which path you take... some will surely guide you to your doom. He he he!" or some vague crap like that. I dunno, maybe he does say something like that. I mostly remember him being supremely unhelpful in every way, and then later attacking you because why not.

    • @lucasarmas9198
      @lucasarmas9198 5 месяцев назад

      i do agree a bit with the not wanting to taste brick for half an hour before starting out, but i think making these zones so hard is actually really necesary for the progression, if that wasnt the case people would just continue down these paths which in turn would lead to... nothing! because the bosses of these zones cant be accesed before anor londo, also is not like undead burg is that hidden away, infact its the most clear path (bone zone requires you to explore firelink shrine which does bring a bit of trouble as thats probably the place you want to look first, then new londo is an entire different zone, and im ignoring the fact that theres a HUGE FUCKOFF BRIDGE RIGHT IN FROM OF YOUR FACE TAKING MOST OF THE SCENERY right as you land)@@hazukichanx408

    • @Ghorda9
      @Ghorda9 5 месяцев назад

      @@hazukichanx408 that's not bad level design, that's just expecting players to actually think about what they're doing and rewarding smart choices and exploration. If a player is having a particularly hard time with something the smart thing would be to reassess if they're ready for it or if there's something better that they could be doing.

    • @Ghorda9
      @Ghorda9 5 месяцев назад

      @@hazukichanx408 If anything too many games are too hand holdy and don't let the player express they're intelligence.

  • @sheanstanks
    @sheanstanks 5 месяцев назад +6

    The thing about this series is that it defines me in every way possibly and it makes me cry

  • @Wildestleaf
    @Wildestleaf 5 месяцев назад +11

    1:01 - 0:14 My experience with the game Rain world, wondered around for 2 hours with no in game explanation of the game's mechanics, movement, or goals. The tutorial just tells you to "survive", super vegue and lazy in my opinion. That rotating thing in Sonic 3 and Knuckles' carnival night zone was less frustrating; at least it visually demonstrated it went up and down, and was interactable.
    1:44 - 1:54 also my experience with rain world. The game is a Metroidvania with an invisible time limit. So as you aimlessly explore and try to figure out where you are supposed to go or what you're supposed to do with zero guidance; the invisible timer runs out and you just insta die for "exploring" for too long or accidently picking the wrong branching path.
    After playing actual good games like Celeste and Hades, this video really tickled my fancy. Thumbs up,

    • @Artindi
      @Artindi  5 месяцев назад +8

      I've hard as much from Rain world. I've also heard it shines in other aspects of game design, but yeah, I can see why that would make it hard to get into, ha ha.

    • @zaidlacksalastname4905
      @zaidlacksalastname4905 5 месяцев назад +2

      I've heard rain world is great, but that does NOT sound fun lol

    • @chromosoze
      @chromosoze 5 месяцев назад +5

      actually, you're wrong. rain world's tutorial also tells you how to move left and right and how to jump. a perfectly in depth tutorial in my opinion.

    • @Wildestleaf
      @Wildestleaf 5 месяцев назад +1

      @@chromosoze
      Are you sure? I could have sworn I had to check the wiki for that info.

    • @dotdot5906
      @dotdot5906 5 месяцев назад +1

      I also struggled with it at first but it gets weirdly fun later. Still havent finished it tho.

  • @spitfire7170
    @spitfire7170 5 месяцев назад +6

    You can also bypass the need for good level design by making all levels a flat plane with randomly placed pitfalls and fill as much space as possible with enemies
    Then if someone complains just say the game is "combat focused"

  • @LunaDeaminac
    @LunaDeaminac 5 месяцев назад +9

    I would like to see a how to fail on extreme sport games, like skateboarding and snowboarding ones. Or one on rhythm games maybe?

    • @mimifurwalker
      @mimifurwalker 5 месяцев назад +1

      for rhythm games just have bad music unreponsive controls and terrible charting

    • @-Ermine-
      @-Ermine- 5 месяцев назад +1

      @@mimifurwalker so... the average fnf sonic.exe mod?

    • @mimifurwalker
      @mimifurwalker 5 месяцев назад

      @@-Ermine- prety much yes

  • @Antantic_
    @Antantic_ 5 месяцев назад +5

    I'm still waiting for a series of videos from you on how to do everything right.

  • @spoonsweet
    @spoonsweet 5 месяцев назад +13

    This is going places. Agreeing with Mrs.Artindi on this one. 😂🎉

    • @Artindi
      @Artindi  5 месяцев назад +2

      She knows stuff. Glad to hear. :)

  • @329link
    @329link 4 месяца назад +2

    Jokes aside, if you want to see just how delicate something like level design can be, just check out the developer commentary of any valve game that has it (half life 2 episodes 1/2, portal 1/2, or even team fortress 2). They can provide a lot of insight and show just how many details there are that are totally invisible to the player (by design).

  • @graysongdl
    @graysongdl 5 месяцев назад +2

    Despite being the kind of person who pushes for fairness in game design, at times to an unreasonable standard, I'm also the kind of person who puts collectables just far enough off the edge of a cliff so that collecting them is needlessly risky. Bonus points if the player can only grab it by doing a short jump, as a high jump makes them go too high to touch the collectable after getting close enough
    Also make sure it's necessary for players to jump from ledges that slope downward. It gives people an instinctive feeling like they're going to slip and fall if they even stand on it, let alone start running towards the lower end of it to gain momentum. Players love this kind of thing, trust me.
    Another thing players love is when they have to get the timing perfect on two things at once. Like a platform that's only in the right place to jump from once every 1.5 seconds, and a hazard that's only out of your way once every 2 seconds, which means you only really get a good opportunity once every 6 seconds, despite the platform's movement making it look like you have 4x as many opportunities.

  • @vanjavicko20
    @vanjavicko20 5 месяцев назад +11

    Wheres the randomly generated levels with no reason to be randomly generated?

    • @Artindi
      @Artindi  5 месяцев назад +7

      Ha ha, that would have been good. well, I guess if you think about it. does that really count as designing a level? I mean I guess it should if you are trying to fail. ;)

    • @Mikewee777
      @Mikewee777 5 месяцев назад +1

      Randomly generated games have this bad habit of generating levels that have no exit .

    • @EdKolis
      @EdKolis 5 месяцев назад +1

      Or the levels that look randomly generated but they're actually just randomly selected from a pool of four or five premade levels that were poorly designed to begin with so they look random? Yeah Megaman X6 museum stage I'm talking about you...

    • @TheMamaluigi300
      @TheMamaluigi300 6 дней назад

      @@Mikewee777 Perfect. Nothing like having to start an entire level all over because the game bugged out and left out a key object you need

  • @WokeandProud
    @WokeandProud 2 месяца назад +2

    This is like terrible writing advice but for video games lol love it keep it up.

  • @thesilentrookie7715
    @thesilentrookie7715 5 месяцев назад +5

    Love the series, try not to burn yourself out though it'd be an absolute shame to have what is possibly one of the most charming game design series fade into oblivion.

    • @Artindi
      @Artindi  5 месяцев назад +3

      Ah, thanks. :) Yeah, if it stops it will be because I'm focusing on my own game or something, but that just means episodes will be delayed... or I guess if I die, then it might fade into oblivion. 0.0

  • @turbo8628
    @turbo8628 5 месяцев назад

    This is a great series. Just found the channel and subbed 👍

    • @Artindi
      @Artindi  5 месяцев назад

      This is a great comment. 👍

    • @turbo8628
      @turbo8628 5 месяцев назад

      @@Artindi this is a great reply 👍
      In all seriousness though, this series reminds me of egoraptor's sequilitis series. Unique sense of chaotic humor which is accompanied by legitimately useful and interesting observations.

  • @ryukusu_luminarius
    @ryukusu_luminarius 2 месяца назад

    Thank you! This was hilarious!

  • @That-KidDo
    @That-KidDo 5 месяцев назад +2

    This is better than Bubsy without cat mode!

  • @mathpuppy314
    @mathpuppy314 5 месяцев назад

    Great tutorial :D worked for me

  • @smokeback
    @smokeback 5 месяцев назад +3

    another gem and wanted to ask are you bringing back that series games with unique mechanics?

    • @Artindi
      @Artindi  5 месяцев назад +4

      I've been thinking about it, but maybe doing it live? I'm still not sure, it wasn't very popular sadly.

    • @smokeback
      @smokeback 5 месяцев назад +2

      @@Artindi with more games being developed its a good way dev to learn and know more about youe channel i came across this series and that one and immediately subbed maybe i love learning

  • @zelokorLocalGodOfChaosAndBread
    @zelokorLocalGodOfChaosAndBread 5 месяцев назад +4

    someone should add all of the different videos advice into one game- wait they already did that with _insert ok to downright unplayable videogame_

    • @Artindi
      @Artindi  5 месяцев назад +1

      yeah, there are a few already out there. :0

  • @goldendragonbringer
    @goldendragonbringer 5 месяцев назад +2

    I want to take this moment to pause and really consider that...the videos will never reach the 10+ minute mark for maximum youtube time waste.

    • @Artindi
      @Artindi  5 месяцев назад +1

      Boy. That would probably physically hurt me to reach that long, not sure how other people do it to be honest.

  • @muffinboi4134
    @muffinboi4134 5 месяцев назад

    The flow of these videos are amazing

    • @Artindi
      @Artindi  5 месяцев назад +1

      Thanks!: :D

  • @haruruben
    @haruruben Месяц назад

    That’s an interesting philosophical logic riddle - if you don’t try you fail but if you never tried it’s impossible to fail or succeed… if you enjoy making games just make games, the rest will fall into place if it’s meant to be

  • @torryjaja
    @torryjaja 5 месяцев назад

    This is great!

  • @aliminator1310
    @aliminator1310 4 месяца назад +1

    This series reminds me of Terrible Writing Advice, just with video games.

  • @vanillagaming5406
    @vanillagaming5406 4 месяца назад

    Oh my word I loved this video!

  • @hanoder
    @hanoder 5 месяцев назад +2

    Youre so real for this

  • @yantzee0014
    @yantzee0014 5 месяцев назад +2

    What about 'How to fail at tilesets'? I guess that'll fit into the 'how to fail at pixel art' but whatever.
    And a 'How to fail at using freelance labour' would be awesome.

  • @sansability
    @sansability 5 месяцев назад +4

    funny video i laughed hahahahhahahahahah died of laughter the laughs are insane the voices in my head are getting louder

    • @Artindi
      @Artindi  5 месяцев назад +1

      As long as they are nice voices. it's probably fine... right? 0.0

    • @BigSillyOrangeCat
      @BigSillyOrangeCat 5 месяцев назад

      @@ArtindiARITNDI IS TURNED INTO A FURRY

  • @MarsTheMellow
    @MarsTheMellow 5 месяцев назад +3

    This series is slowly getting self-aware.

  • @kmaru80
    @kmaru80 Месяц назад

    I remember the original Legend of Zelda as having an epic story despite it having no story to speak of at all. .The level design , mechanics, and music made me feel like I was on an epic adventure of exploration.

  • @niyamshah8091
    @niyamshah8091 5 месяцев назад

    Ur video inspired me
    I’ve made tons of my game so now I’m gna delete all floors and enemies and just have an endless falling game bc icba to make a level

  • @funguy398
    @funguy398 5 месяцев назад +1

    2:36 i suggest you colour swap meshes, you fought green goo in the swamp at level 1? 🌿🐸🏞️
    Now fight with chrome mercure goo at the lava lake! 🌋🐙🌺
    Or maybe liquid ice blob in the snowy lake? 🏔️🐟❄️
    There so much possibilities!

    • @Artindi
      @Artindi  5 месяцев назад +1

      exactly! it's not that hard, just change color! :)

  • @jabin8153
    @jabin8153 5 месяцев назад +2

    Shiver me timbers. I might have created something terribly spooky, a good game ( my bad opps 😢)

    • @Artindi
      @Artindi  5 месяцев назад

      it's okay, that just means there is room for improvement... or I mean, decay, decline? ...entropy? :)

  • @David2073
    @David2073 5 месяцев назад

    The quality has improved a lot

    • @Artindi
      @Artindi  5 месяцев назад

      I try. Little but at a time. :)

  • @yo_yo477
    @yo_yo477 6 дней назад

    1:36 is so real. I hate when people confuse bad game design and high difficulty. thats why the souls community is so good. They recognize when bosses or areas are just poorly designed and they call out the devs for it.

  • @Grimswoden
    @Grimswoden 2 месяца назад

    I like to add text walls because it saves them time of going to a wiki to understand wtf is going on

  • @My2CentsOpinion
    @My2CentsOpinion 5 месяцев назад +3

    Another piece of advice is to design the mechanics as you design the levels instead of planing out at least some core mechanics before hand. Also make sure to design all levels in the order they apear and don't adapt earlier levels to beter teach you mechanics used later in the game.

  • @theneoreformationist
    @theneoreformationist 4 месяца назад +1

    How to fail at video writing... and still make a great video

  • @rmt3589
    @rmt3589 5 месяцев назад +1

    Also, don't forget to use things you see in other games. Like how God Of War 2 tells you how to solve puzzles before you can even see them, how T.H.A.W. has arbitrary parts of the map you auto die if you touch, and how terraria has bosses with 9,999 hp that take 1 damage from any attack(2 on crits) and automatically one-shot you.
    Inspiration like this can help you succeed even more, at failing!

  • @piranhabones
    @piranhabones 5 месяцев назад +1

    Also, if your game is mostly about solving puzzles, remember to put unnecessarily difficult jumps/obstacles/non strategy based gameplay to make sure the player enjoys the best of both worlds! Everyone loves brain-squishing puzzles on precision platformers, and pixel perfect jumps on puzzle games!

  • @outerarbiter
    @outerarbiter 5 месяцев назад

    If i cross my eyes I can make the funny blue man touch the flag through the wall.

  • @Crucio74
    @Crucio74 4 месяца назад +3

    Did Ubisoft Made this tutorial?

  • @p_ecora6647
    @p_ecora6647 5 месяцев назад +3

    Yeah that's the stuff

  • @alensash406
    @alensash406 5 месяцев назад

    don't rush bro, content is good, go at your own pace

    • @Artindi
      @Artindi  5 месяцев назад +1

      Thanks! and no worries, I was mostly talking about burnout for individual episodes. Because for each episode I have to think of and create close to 100 images by hand, but after the editing and publishing, and script writing for the next one, I'm fresh to start drawing again. :)

  • @NotQuartz
    @NotQuartz 2 месяца назад

    Task failed my game is now nominated for 15 different awards despite not even being released yet

  • @deni4l164
    @deni4l164 3 месяца назад

    this channel is awesome

    • @Artindi
      @Artindi  3 месяца назад

      this comment is awesome

  • @overthegardenwall7143
    @overthegardenwall7143 4 месяца назад

    you forgot to mention the totally unoptional addition of microtransactions.

  • @ellotheearthling
    @ellotheearthling 5 месяцев назад +1

    You should do How to Fail at Minigames

  • @held2053
    @held2053 5 месяцев назад +2

    I feel like he REALLY wants people to do some proper Level Design
    There are some games that have TERRIBLE Level Design through out the game

  • @lanceknightmare
    @lanceknightmare 5 месяцев назад

    The seveth thing are the areas which are just added for the purpose of adding more areas with nothing meaningful in them.

  • @Taro4012ITG
    @Taro4012ITG 5 месяцев назад

    The Seventh.... Thing
    Also I love how the watermelon keeps showing up

  • @joe-edward
    @joe-edward Месяц назад

    You. Are. My. Videogame. Hero.

    • @Artindi
      @Artindi  Месяц назад +1

      You. Are. My. Commenter. Hero.

    • @joe-edward
      @joe-edward Месяц назад

      @@ArtindiDude, I swear, when I saw this, I thought you made this video specifically about Zelda TOTK.

  • @La4geas
    @La4geas 5 месяцев назад

    SLZ used this video as a guide to make Bonelab

  • @Advarious
    @Advarious 5 месяцев назад +1

    May I suggest a "How to Fail at Fighting Games"?

  • @bob8079
    @bob8079 5 месяцев назад +2

    I can see, after watching this video.

    • @Artindi
      @Artindi  5 месяцев назад +1

      A cure for blindness? 0.0

    • @EdKolis
      @EdKolis 5 месяцев назад

      Nah, he could probably see before watching the video already. How would you watch a video if you're blind?

    • @bob8079
      @bob8079 5 месяцев назад +1

      Maybe I saw beforehand, maybe I did not. Nonetheless, I can see after watching this video.

  • @WrittenOnPaper2
    @WrittenOnPaper2 5 месяцев назад

    watching your series to make the most frustrating game of all time.

  • @praised_goodness
    @praised_goodness 4 месяца назад +1

    the fact about making the goal a secret being bad is not true for all games , what about hollow knight , for half of the game you don't know what are you doing , and the only sense of objective is provided when you get the dreamnail

  • @afriendlyfox
    @afriendlyfox 2 месяца назад

    My favorite type of failing is just never starting, am doing it every day 😭

  • @bobisacoolguyow
    @bobisacoolguyow 5 месяцев назад

    I think those videos exist to basically show gamedevs what to do to fail (which they obviously will not do) just to see how don't create a bad game

  • @zergrush8709
    @zergrush8709 Месяц назад

    this video also doubles as an example video on how to make a funny youtube video.

  • @deadlockraven1849
    @deadlockraven1849 5 месяцев назад

    I love it when RUclipsrs ruin their own funny jokes by saying they're dull and unoriginal before I get to laugh at them. You don't need to lampshade that hard, you're good!

    • @Artindi
      @Artindi  5 месяцев назад +1

      Dually noted. for this one, I felt I needed to also use the lampshading to point out the "correct" thing to do, because there are some who have a hard time understanding sarcasm, so I have to come up with creative ways to toe the line between sarcastic jokes and helpful information, as well as hopefully have the lampshade be a joke itself. I do apricate the feedback, every bit helps me improve. :)

  • @mimifurwalker
    @mimifurwalker 5 месяцев назад

    instructions unclear i succeeded at level design for my game and everyone loves it

  • @base13music
    @base13music 5 месяцев назад

    deserve more subs

  • @LethalChicken77
    @LethalChicken77 5 месяцев назад +1

    I bet I can find different ways to fail at level design

  • @nomaanakhtar3795
    @nomaanakhtar3795 5 месяцев назад +4

    I watched this video

    • @Artindi
      @Artindi  5 месяцев назад +2

      I replied to this comment.

  • @GGGamesXDlol
    @GGGamesXDlol 4 месяца назад

    Someone should make a game following all of the things you said in your tutorials so we can see the result

    • @Artindi
      @Artindi  4 месяца назад

      Been thinking about it. I might make that a thing one day. :)

  • @Wezryx
    @Wezryx 3 месяца назад +1

    I want you to grade this idea on a scale of 1 to 10 if you see this. With one being the best. And 10 being the worst. Making toast the game.

    • @Artindi
      @Artindi  3 месяца назад +1

      too little information I think, good be good, could be bad, so 5.

  • @zerarch77
    @zerarch77 4 месяца назад +2

    Do NOT model your auto-scroll levels after Super Mario Bros. 3 or the Klonoa GBA games.
    The player should have literally nothing to do but wait for the camera.

  • @carminewhite8786
    @carminewhite8786 5 месяцев назад +3

    Thanks for another upload man! These videos are great advice for us who are busy working on our games. Recently I had just done an overhaul of my plan for my story to my game and I think it's pretty nice. Do you know if I could direct contact you someway so I could tell you it and get your opinion? It would help since you know more about this field than I do. Thanks

    • @Artindi
      @Artindi  5 месяцев назад +1

      Thanks! And you can always join my Discord, I'm often at work, but I'm happy to answer questions or give anyone feedback for their projects there. :)

    • @carminewhite8786
      @carminewhite8786 5 месяцев назад

      @@Artindi Sounds good, thanks man :)

  • @Pebphiz
    @Pebphiz 5 месяцев назад

    2:27 Nintendo when developing BotW and TotK:

  • @celeryman14
    @celeryman14 5 месяцев назад

    Make one of these about modding games

  • @zero_the_timeline.
    @zero_the_timeline. 5 месяцев назад

    I like this video

  • @timedeathe
    @timedeathe Месяц назад +1

    Pvz3 devs thanks for the advice so we can make are terrible levels

  • @elenaflores1774
    @elenaflores1774 4 месяца назад

    Rapidly scribbling notes

  • @fattcoke4705
    @fattcoke4705 5 месяцев назад

    Hi, could you do a 'How to fail at making a soulslike' next? The number 1 thing to do would be making healing take an extremely long time to do and prevent all movement during it. Because that's what you want in a combat-centric game.

    • @Artindi
      @Artindi  5 месяцев назад

      Eventually a soulslike would be cool to make, based on genre popularity. I've only ever played one though, but based on what I played, long healing is part of the balance that makes the soulslike combat intriguing, because you have to plan out carefully when to do it based on timings with the boss you are fighting. But I'll have to do more research when the time comes. :)

    • @jordanreid9507
      @jordanreid9507 5 месяцев назад

      Don’t do what lords of the fallen did

    • @fattcoke4705
      @fattcoke4705 5 месяцев назад

      @@jordanreid9507 What did lords of the fallen do?

    • @jordanreid9507
      @jordanreid9507 5 месяцев назад

      @@fattcoke4705 they tried to copy the extremely challenging level design of dark souls 1. They succeeded with the difficulty but it had none of the charm. Also has an interconnected world that serves no purpose. Other than a brief surprise when you connect the parts. Also when you get through a rough level in ds1 like the graveyard you feel proud and motivated. In lords of the fallen you end up feeling exhausted just because how tedious and unfair it all seems. It’s truly a game that is inspired but not taught by the past. I wish you the best of luck and hopefully your game avoids these issues.