Basically, you're not. Cold start, sure; no deaths wasn't part of the plan though. It's probably possible even on Insane if you're very good and very persistent, but the direction for AF was simply "challenging in co-op but beatable". We didn't have a consistent measuring stick for what that meant. It wasn't until I was working on Anthology that I started being methodical about encounter design.
Though that's not to say that AF was totally random. Level 1 was intentionally supposed to be an only-moderately-difficult introduction to the set, and the real nastiness would hit you in level 2. And if I recall correctly I wanted level 4 to be a bit of a space to breathe as well, since the previous two were just painful. After that all bets were off.
I don't recall that being expressly intentional, i.e. we didn't set out to make a difficulty peak that early on. It was more a side-effect of Gauss coming in combined with that we didn't do much to ramp up the difficulty in response to the Gauss. There are a few ways to do that, but the only one I particularly like is controlling the ammo supply. Ambushes start to feel cheap and lazy if you use them too much, and custom robots wasn't something we wanted everywhere.AlexanderBorisov wrote: ↑Mon Jan 22, 2018 1:33 pm To Sirius :
Ok then I will assume I did a decent job with AF . I mainly wanted to ask why it was designed that a bit "anti-climactic" way - L2, 3 being very diffucult, and for example L 14 and L15 not too hard... Was there any idea behind the difficulty progression and level order here?
Pick up all the weapons you can, and don't miss (much).AlexanderBorisov wrote: ↑Mon Jan 22, 2018 1:33 pmon L3 getting to the energy center is plain impossible on cold start - how you are supposed to fight those dangerous enemies with red lasers?
No, it's not exactly fair.
Agreed. That was part of the mission that was unquestionably a mistake. A level like that should be paired with a lower-difficulty boss.AlexanderBorisov wrote: ↑Mon Jan 22, 2018 1:33 pmMore on cold starts, L12 cannot be coldstarted at all on Insane, I believe. You simply don't have enough missiles to kill the boss.
Level 11 I recall being tricky and I had to just dash through fire at the start room, but it wasn't impossible. Once you got a couple guns you could get a foothold and the rest of the level was less scary. It was probably easier in co-op, since the start rooms were split and each player would draw the robots' attention away from the other.