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>> No.3307834 [View]
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3307834

>>3307786
They were complains about level design not making it clear what to do. Mark should've altered the layout a bit to make things more aparrent, via "show, not tell", like I suggested with the rail, but nope, let's just explain what player needs to do in plain text.

Rail - make player encounter rail before and make it apparent that you need to use it by making an item accessible with it.

Window - lower the other side so the jumpability becomes more aparrent, place an item there

In hell - as I described, darken textures, other effects, whatever.

Also picrelated opens the door next room. This is like "Doom 101: what is a switch and what it does". Considering that there are a few much more complicated switch hunts just before this point.

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