I think PQ has some game-mechanic feedback issues that could be improved. Example, in Fundamentals of Physics, there are several triggers that aren't well explained from a new-player perspective, and these triggers are all over the place in PQ.
There's a low-gravity modifier that you only know is a modifier based on level start text, that doesn't even line the entire floor of the level.
There's an unmarked high-jump modifier.
There's an unmarked high-acceleration modifier placed on a floor, but you're not told that you shouldn't jump because then you'd lose the acceleration boost.
There's a zero-gravity modifier, in a zone where you can easily get wallstuck in space.
None of these modifiers have a visible bounding box. You have to roll over the area they're next to, to get an onscreen message box saying they exist.
Such issues can be seen watching a playthrough of the level. The more subtle issue than that is that these can create false associations, like thinking the yellow arrow texture is always a fast-acceleration floor.
I understand retaining WR's are treated importantly, so it's too late to change the level design, but there is a feature in Fubar that'd greatly help and would require no level design changes, which is showing these modifiers onscreen, such as "Low Gravity", "No Jumping", "High Jumping", etc.
Posting as an issue for discussion, and a question if the Fubar code would be applicable for this at all.
I think PQ has some game-mechanic feedback issues that could be improved. Example, in Fundamentals of Physics, there are several triggers that aren't well explained from a new-player perspective, and these triggers are all over the place in PQ.
Such issues can be seen watching a playthrough of the level. The more subtle issue than that is that these can create false associations, like thinking the yellow arrow texture is always a fast-acceleration floor. I understand retaining WR's are treated importantly, so it's too late to change the level design, but there is a feature in Fubar that'd greatly help and would require no level design changes, which is showing these modifiers onscreen, such as "Low Gravity", "No Jumping", "High Jumping", etc.
Posting as an issue for discussion, and a question if the Fubar code would be applicable for this at all.