#Suggestions for Level 0, 1, -1, 2

58 messages · Page 1 of 1 (latest)

round bison
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I spent a few hours playing levels 0, 1, -1, and 2. In this post I’ll try to write down all my suggestions for these levels. Let me know what you think!

Level 0
Very nice level. From my point of view, I’d suggest two small improvements:

  • I think the shortcut to the sublevel is too easy and “lazy”: this could lead many players to skip level 0 and move on immediately, which is a shame because level 0 is a classic of the Backrooms genre and it’s really well done. What do you think about an idea like this to make it a bit more interesting? My idea: in the pitfalls there are two holes with the black circle on the ceiling, but only one is the correct one with mattresses at the bottom, the other leads to death. A 50/50 chance. However, around the level you can find lanterns (or flares, or matches, or glowsticks, something like that) that you can light and drop into the pitfalls: if the lantern you drop breaks and the light goes out at the bottom, it means it leads to death. If the light stays on, it means there are mattresses. The light would then remain on at the bottom of the hole to help teammates understand which hole is the right one. In my opinion this would be a good compromise for those who don’t feel like searching for all the VHS tapes, but at the same time they’d still be forced to look for at least one lantern to move forward and spend a few minutes experiencing level 0. There would be two different approaches to completing the level. Maybe this would only be possible after the “hands overhaul” update on the roadmap.
  • I think the Smile entity should move toward the players: very slowly, but it should move. The fact that it stays still, in my opinion, kills half of the anxiety and tension that entity could potentially generate. Imagine realizing that the Smile is slowly coming toward you… it would be much scarier in the middle of a blackout! And this would apply both to level 0 and to the sublevel.

Level 1, -1, 2 in the comments:
⬇️ ⬇️ ⬇️ ⬇️ ⬇️ ⬇️ ⬇️ ⬇️

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Level 1
An overhaul is already planned for this level, so the gameplay might be completely reworked and it doesn’t make much sense to talk about it now. I think the weak points of this level are the flat, repetitive environment and the entities being too “stupid” and mechanical, not very natural. But reading the brief description of the overhaul on the roadmap, I think the developers are moving in the right direction!

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Level -1
Almost perfect. Maybe it has two weak points:

    1. the first tutorial section. In my opinion, there’s no need for a tutorial, just like in all the other levels, the drawings on the walls are enough and you learn the rest by experiencing the level. Basically, I think the first part should be cut: you should start the level in the TV room, already inside the main level. I would keep the second red-alert phase, that makes sense.
    1. there are areas with WAY too many electrical power boxes. Seriously, I’m not joking. There are entire areas and corridors without a single hotel room, just power boxes to activate electricity. It becomes frustrating after a while. Maybe it would be useful to reduce the spawn rate of these boxes.
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Level 2
In my opinion this level is very weak, and I’m surprised that no overhaul is planned on the roadmap, considering it was voted in an old poll as the least liked level. I propose these improvements:

  • the strong point of all the other levels is that they are randomly procedurally generated and vary a lot from run to run. This level, instead, is the only one that always has the exact same macro-structure: a safe corridor at the beginning, a central area that is always the same, and three corridors B, C, and G with a valve to activate at the end. Yes, the three corridors are procedurally generated, but in the end it doesn’t really make that much difference. You already know what to expect from each of the three corridors, and it will always be the same: side rooms with items, lockers to hide in along the way, and the final room at the end with the valve. There’s no surprise; the procedural random component in this level doesn’t work as well as in the others, in my opinion. I think the structure of this level needs to be redefined, made more variable, slightly more labyrinth-like, and more surprising each run.
  • the other very weak point of this level is the entity: it’s too nerfed. It runs too slowly, and its supposed strong point, exceptional hearing, doesn’t actually work very well and in my opinion should be adjusted. Sounds like walking, jumping, or talking into the microphone should attract its attention much more, or at least from farther away. I find it absurd that it’s so easy to lose it simply by running, or that we players can hear its sounds when it’s at a moderate distance, but the entity doesn’t hear us if we run or talk. Also, the level is structured in such a way that you could complete all three corridors without ever encountering the creature, purely by coincidence. Maybe having two entities instead of one would be more fun and make the level feel less “empty.”
round bison
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What do you think? Let me know your thoughts, maybe I’m wrong, or you might come up with better ideas!

forest elbow
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instead of the one from lvl 2

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like this

rancid quail
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you cooked i agree with like all of those suggestions

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i also wish they would put more keys in the power rooms

midnight horizon
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i agree with level 2, it could be more interesting and it's too easy. I disagree with nerfing the level 0 skip. Yes, many players skip it, but the skip is really important to speedrunning and most player, who use it, have played the game normally before and now don't want to bother with it anymore. It is the longest level after level fun and skipping it makes runs more enjoyable imo.

rancid quail
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although i dont think smilers should move

forest elbow
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Aplausos for this suggestion

rancid quail
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cuz they dont have legs so it would just look like a roblox animation tbh\

forest elbow
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and it can move

rancid quail
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black particles with legs

forest elbow
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no

rancid quail
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yes

forest elbow
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black particles with black particles

rancid quail
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nah cuz it has footsteps

round bison
rancid quail
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and if you look closely the void entity looks like a human

forest elbow
rancid quail
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no

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but it has legs

forest elbow
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short answer:

NO

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then it's the same logic with what you said

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it looks like a human, but its not human

rancid quail
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all im says is the void entity has legs

forest elbow
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I wonder how were they created though

round bison
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Yeah, that’s true, the level -1 entity makes footstep sounds, even though it seems to be floating

midnight horizon
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there could be legs hiding in the smoke

safe tundra
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what is this bro

safe tundra
round bison
# midnight horizon i agree with level 2, it could be more interesting and it's too easy. I disagree...

I was thinking about what you said… it’s true that the shortcut is useful for speedrunners and for those who, as I mentioned, don’t feel like searching for all the VHS tapes because it’s a fairly long task. But I have a couple of thoughts:

  1. speedrunners are a niche group of players, they’re not the majority, and they would simply adapt to the new feature anyway, just like they do with everything that gets added or changed in updates.

  2. my idea was precisely to find a compromise: it’s true that completing objectives is a long process that most players skip in runs after the first one, which is why I only proposed making the shortcut more interesting, not as long as the VHS tape mission, but also not as short as it is now. In my idea, it would be enough to find a single item in order to use the shortcut, that’s all. I find it sad how easily level 0 can be skipped at the moment, you just need to find the pitfalls, which are often right next to the elevator, so it takes about 20–30 seconds. My idea would force the player to do a minimum amount of exploration, to enjoy at least a few minutes of level 0 on every run, which is still fun thanks to the presence of Bacteria and events like the blackout and the alarm

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At the moment, it’s the only shortcut like that in the game. I mean, why allow players to skip level 0 in about 20 seconds, but not any of the other levels? Maybe the only similar case is jumping out of the window in level 4, but in that case you’re not skipping level 4, you’re actually skipping level 6 haha.
And anyway, that shortcut makes sense, because it’s not like you can jump out of the first window you find. You have to find a window near a desk that you can use to jump (and from what I’ve seen, it’s fairly hard to find). It’s already a more elaborate shortcut compared to the one in level 0

rancid quail
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I think that the shortcut for 0 is fine, but maybe there should be more of an incentive to not take it, such as an item that is helpful for future levels

midnight horizon
humble wren
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Btw the generation are hard sometimes in lvl 0 and the pitfalls arent close to you

midnight horizon
round bison
# rancid quail I think that the shortcut for 0 is fine, but maybe there should be more of an in...

Yeah, that works too! It’s similar to what I said, except in my case I forced you to look for an item in order to use the shortcut, while in your case it’s optional. So in your scenario there would be three alternatives: take the shortcut immediately; look for the useful item and then take the shortcut; or complete the VHS objective (and you’d probably find the useful item along the way anyway)

round bison
round bison
round bison
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There are really so many ideas guys 🤣

forest elbow
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I completely agree with your second point, the level is filled with electrical power boxes, it looks like a gray electrical station instead of a hotel haha

round bison
round bison
forest elbow
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just dont die

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you start from 0% because there's a door to backtrack

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if you wanna do lvl 1 instead

round bison
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And I get that, but the possibility to backtrack should be within the level itself, not in the tutorial section. In my opinion, the tutorial part should be removed entirely. Level 1 doesn’t have a tutorial and has the backtrack door to level 0 inside the level itself, not in a tutorial section. Level -1 should work the same way

forest elbow
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There shouldn't be a tutorial in the game overall

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In the backrooms, you should NOT know where you are, or what you have to do, that's what makes it scary and liminal

round bison
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Exactly, there shouldn’t be a tutorial in any level, these are the Backrooms! It shouldn’t feel like you’re playing a game, it should feel like you’re actually inside the Backrooms