#Feedback on CGG

1 messages · Page 1 of 1 (latest)

tender arch
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I recently ran CGG for the first time and recorded it (may or may not be linked below, may be too large of a file) but the main summary is:

-Room with the tnt run mechanic (survive for 30 seconds) has a very confusing exit, the black door/exit looks just like an exit out of a dungeon which made me hesitant to enter

-Rocket boost room has nowhere saying that you can boost midair, which would be nice to know

-Pirahna is a bit fast and the explosions are a bit delayed in the wall which leads to pirahna catching you occasionally

-Greybeard I just pulled out my gales force and wind prisoned it and it died instantly

-Definitely easier overall than the 2 lower dungeons (CUR and CIB)

-Took around 15 minutes with morph olily, including a good couple minutes spent trying to figure out how to leave the tnt run room (especially confusing when it looked like I had to input the key somewhere, but that was for the room after)

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unfortunately a 15:47 or so video that is 886 MB does not seem able to fit into the 100 mb cap

peak sonnet
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tbh all the "minigames" suck i hate how im forced to do CGG for Forge runs now, they get old very fast

thorn hare
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As for the video problem you can upload it to youtube or some equivalent, as for my problems with the dungeon, it's just how frustrating the cutscenes are. They are just so annoying to go through on repeat playthroughs. And the pirahna area is consistently buggy, with you sometimes not being able to escape the water and having to go back and do it again.

peak sonnet
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^

thorn hare
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If anything I would heavily recommend finding a better alternative to the cutscenes. Cutscenes and spectator transition take control away from you, and feel more jarring than interesting to play with. The player should always be in control of themseleves in a dungeon.

fiery quarry
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Specifically, the long animations when you fail a minigame

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And maybe it could use some non-particle indications for piranha

thorn hare
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Oh right, getting stuck on top of the barriers in cannon parkour room is also an issue. There is a slight resolve and that is jumping into the lava, which is low enough to make you rewatch the cutscene again, and transition to the mini bosses.

fiery quarry
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Idm the cutscenes as long as they only come once a run

ocean oar
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I'm fine with the cutscenes barring the cannon minigame one

thorn hare
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I don't usually do forgery chest, I usually do CGG for Skidbladnir, so it means I repeat it multiple times in a row.

ocean oar
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It just feels a bit shoehorned in, especially since the original version didn't have any cutscene

fiery quarry
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We should also be able to swimbackwards a little faster

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It’s kinda clunky with only being able to move forwards

thorn hare
fiery quarry
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Rip

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What abt just putting us in fly

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Shit is it alrdy in fly? Idk i thought flying backwards was faster

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Lolol

thorn hare
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I think it's fine as is, you can technically fly backwards faster since you can alter the flight speed in plugins, though like I don't think this is a good idea, current swimming is fine. I think getting used to a different movement system is part of the difficulty of the dungeon. I believe it is meant to be the most difficult or 2nd most difficult dungeon.

peak sonnet
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You should also tell the player to not throw the cannon away, the dungeon becomes extremely annoying and hard if you lose it for some reason

tender arch
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wtf it is droppable?

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wild

cosmic cliff
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this is what I've been saying since day one

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it just isn't that great. it's novel, and it doesn't have the same hangups that old GG had

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but that's about it

cosmic cliff
thorn hare
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Idk, It probably is much worse on anything below 1.13.

icy sphinx
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Besides the tedium of the cutscenes (I mean really, why do they play every time), I kind of enjoy CGG. Maybe it's because its the only dungeon to implement the "kill x mobs" gate instead of the "gather x tokens" (im sure there are plans to eventually replace all the latter with the former in the other dungeons). Otherwise I find the rooms pretty fun. Can't say whether I think it's harder or easier than CIB or CUR because they all are very easy with 2.0 damage.

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Plus now that the Piranha stage is fixed, its actually ok (but pls remove the cutscene 😭)

tender arch
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yeah it is nice and relaxing

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  • no parkour (from what ive seen) is 🙏
peak sonnet
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The cannon jump room was very very annoying without knowing you can shoot it 2 or 3x in a row. Maybe I’m just dumb but that wasn’t obvious at all to me I kept trying over and over with 1 shot wondering why it felt so bad.

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I think my only use for this discord is being the stupidest person to actually complete the game. Sometimes I feel soooo dumb honestly.

cosmic cliff
pure siren
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Make the hole you swim down in the first room (kill 2 TNT guys) easier to swim down

dim kayak
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Overall GG is a confusing dungeon

boreal sage
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Regular gg is fine

cosmic cliff
pastel surge
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GOD the replayability on CGG is borderline nonexistent

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Nothing wrong with the rooms themselves nor their mechanics but like

It’s such a sharp contrast to older dungeons

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I actually almost prefer old GG tbh

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At least the mechanics were creative without affecting what dungeons are supposed to feel when played

cosmic cliff
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it fails to be a real test of your abilities, because all the mobs are so piss-easy aside from maybe the minibosses and redbeard himself. the entire rest of the thing is just a bunch of harmless minigames

cosmic cliff
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everything is fiddly, buggy, I still don't think the dungeons are technically even finished and it's been months since release

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hitboxes are odd for the script stuff and TNT, there are weird unfinished features with their early vestiges thrown in making zero sense, there's no coherent flow because the entire dungeon got rearranged to account for having Two Giant Chompy Fish Minibosses, TNT Run is fundamentally flawed as a singleplayer experience and shouldn't have mobs at all, piranha chase is piss-easy but becomes annoyingly fiddly in CGG cause of the cannon mechanic having such tiny range and the explosion effects obscuring your vision, CGG's "dropping you into lava" is a neat effect on paper but it's just a bunch of cheap forced damage in reality, cutscenes start at random spots and completely break the flow, the sixth room is still just way too big even after I tried to design mobs around that kind of gigantic space,

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Megalodon didn't need a grind step in front of it,

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there's a complaint with almost every single room aside from the boat fight minigame

twilit flint
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Someone did already complain about boat fight room tho

cosmic cliff
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Boat fight room basically is just...if you have lag, it's annoying and fiddly

twilit flint
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Cutscene too annoying because its so long and doesnt have any meaning

cosmic cliff
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it's a dungeon trying to be an offmap quest region

twilit flint
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Also timing on when cannon shots will hit you and where is unreliable at best

cosmic cliff
twilit flint
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Yeah

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I'm on NA east so usually have good ping but if the world is bad or connection is then it goes to shit

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Also dungeon would be a lot nicer overall if it had cutscenes play only once or had the story/non story mode that original gg has

thorn hare
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I think the difficulty problem is more a result of 2.0 being way too all over the place in terms of damage. As for the other non combat parts of the dungeon. They just needed to be better designed, or even just removed.

This is a topic for something else but the forgery chest kill system is kinda bad right now as well. In cgg it almost feels like you are competing for kills in a party. And in other dungeons it's requirement are too high, i.e cuc. I know it's there to prevent carrying, but it acts more of a hindrance most of the time and takes from the fun of doing fast completions in a party.

tired forum
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Just remove the cutscenes, fix the bugs, rework the first key room, and buff Redbeard a bit and it will be my favourite dungeon.

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Like I dont need Redbeard or his crewmates to stand infront of me talking and then disappearing 3 times

weary crag
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and make the dungeon a little shoter like

tired forum
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The amount of rooms is fine

weary crag
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i mean you can play the dungeon without cutscenes no? didnt they have the "normal mode" for that everytime you enter the dungeon

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also the first key room isnt even the problem i dont think, its just the sheer amount of rooms / challenges

heavy pecan
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gotta be honest first time i saw rocket boost section i just said screw this and used grappling hook lmao

tender arch
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i tried using escape lmao

tender arch
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no parkour tho at least!

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-pirahna
-fight after pirahna
-lava run
-other fight with megalodon
-puzzle where you shoot those 2 guys
-getting cannon
-boss

weary crag
tender arch
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those are the ones i can remember off the top of my head

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a lot of it is running around or killing mobs which is fun at least as opposed to "collect tokens" "jump a bunch"

tired forum
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And even that room isnt that lengthy

tender arch
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which one

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cannon on walls underwater? cannon on the guys?

tired forum
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The one you shoot the boats

tender arch
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ah

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counting the rooms in my video but even on 2x speed it is long

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i dont type that much faster on 2x

tired forum
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Huh

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Now you lost me

tender arch
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i have a video of me doing cgg

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and i am counting the rooms as i watch it

weary crag
# tired forum Only room that takes a while is the cannon room

thats not what i said at all, i said its so many rooms that add up to a long time over all. compare it to cur for example, imo at least it feels way quicker. maybe thats just the gameplay difference though but i think at least its a lot faster when played well

tender arch
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cur has a section that feels very sloggy

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which is the room before bossfight imo

weary crag
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wdym sloggy?

tender arch
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slow

weary crag
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not at all it takes like

tender arch
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it feels slow to me

weary crag
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do u kill one slime after another? or do you group them all 6 at once

tender arch
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-entrance room (get thrown into pit by those 3 whoevers (i have no context)
-bossfight at end of room (counting that as a seperate room even tho it technically is the same one)
-tnt run room
-shoot x room after
-slay mobs room (megalodon bossfight)
-shoot boat room
-pirahna run
-fight after (pirahna bossfight)
-cannon jump
-slay mobs
-bossfight

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those are the rooms in cgg

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11 in total if im counting right

weary crag
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cuz grouping it should be way quicker

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ill compare it when i have time

tired forum
# weary crag thats not what i said at all, i said its so many rooms that add up to a long tim...

First room which is where you swim and have to kill the 2 pirates takes 20-40 seconds, floor is lava room takes 40 seconds, megalodon room takes 20-40 seconds, cannon room takes a minute, pirahna chase takes 30 seconds, pirahna room takes 25-40 seconds, cannon jump takes 12 seconds, crewmate fight takes 10-30 seconds, Redbeard takes 30 seconds up to 2 minutes. And lets add like another 30 seconds you use to walk or swim between rooms

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So 3 minute 40 seconds dungeon if you know what youre doing... but this is without the cutscenes

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The amount of rooms is fine. But the cutscenes drag on and sometimes bugs and glitches screws you over

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And remember it's supposed to be one of the hardest dungeons

weary crag
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length doesnt make it harder

tired forum
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Thats not what im saying

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Im saying that spending 4 minutes of active gameplay in an endgame dungeon is totally fine, it's not too long

tender arch
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it is easier than cur, which is easier than cib, which sometimes can be easier than cip depending on your build

pastel surge
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The real problem I find with CGG is the severe lack of structure

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The rooms are designed in a way where if you randomize their progression the entire dungeon’s flow doesn’t change a single bit

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That’s absolutely terrible

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Where’s the sense of progression? All the rooms just feel like

Yeah what Selvut said a bunch of minigames

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Nowhere in the dungeon do you ever feel you’re reaching your goal
There’s no sense of it

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DS, you travel through the sewers in one consecutive tp-less complex
IP, you see the previous rooms below the webs underneath you
LS, you cross a bridge and spiral around and up a massive tree
UC, you travel deeper and deeper through the ruins (or whatever the hell it is) to reach the river’s skull and the underworld
SST… okay to be fair this one while it faces the same concept as GG the design of an Egyptian tomb filled with traps gives this one a pass
IB, while less cohesive than the others still has instances where you travel across large continuous hallways. Not saying it’s good though
UR, most of the dungeon is one continuous passage. Pretty good.
EO, you might think that the absolute otherworldly nature of all the rooms would offset the player’s sense and grip of reality, BUT NO IT HAS ONE OF THE BEST EXAMPLES
THE BREAK ROOMS LITERALLY SHOW YOU CLIMBING UP THE TOWER

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.
And then there’s new GG
You never really get a sense of where the hell you are in the dungeon

And for CGG when you ride up the hole you realize that you’re riding up the dungeon entrance only to be knocked back down

And then up again

What was the point of that?!

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The dungeon boss showing up in rooms is good and all and I like that concept being used but bro Redbeard appears and like does some funny quip or comment or something and then leaves

At this point I would rather pick the disembodied speaker voice other bosses do

cosmic cliff
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well the thing is

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changing the rooms would adjust the progression a bit

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it's just that the rooms were changed to account for having two giant fish minibosses instead of just removing the second one

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The original order of rooms was
-Bomberman
-TNT Run
-Megalodon
-Fish chase
-Combat room post-fish chase
-Boat Fight
-Parkour which circles back around to the entrance room

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So you started exclusively with underwater or oceany segments and then moved into the wreckage of the ship which was for the most part dry.

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The problem was Pepo insisted on having the piranha as a boss in the second combat room

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I pointed out to him "Hey, having two giant fish minibosses in the same dungeon like this feels like it'll get really samey. Why don't you just have this room be a more standard grind step room or something?"

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So in response, he had builders restructure the entire dungeon to put the boat fight room directly after the Megalodon.

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So that there would be "enough space" between the minibosses so they wouldn't feel the same.

tired forum
full onyx
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I haven’t played CGG in a while did the keys thing ever go anywhere or no

tired forum
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Unless they removed that from GG too, I havent played that dungeon in a while

full onyx
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It’s definitely something how general CT sentiment towards GG/CGG is not the best

tired forum
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Man I just wished boarding the ship was part of the dungeon

plucky mauve
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which is really dumb and basically an unavoidable ohko

cosmic cliff
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"it sure looks cool though"
-the probably justification that doesn't actually at all justify that kind of decision

plucky mauve
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tbh i still dont get why the enemies in cgg float in the cutscenes

plucky mauve
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like are they meant to be ghosts?

cosmic cliff
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it just looks unfinished rather than ghostly, if ghostly was the intent

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it's so transparent that GG and CGG are style over substance and that doesn't make for fun gameplay any time past the first

pastel surge
twilit flint
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if it was faster paced and no cutscenes after first run it would probably be in my top 3

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-remove cutscenes
-make it destroy 5 boats instead of 15
-remove 1 of the big fish bosses
-remove the crew miniboss fight and add them to final boss arena instead of the minions
-make the tnt run minigame just traversing one long hallway sort of like the minigame before Mangled Progeny in a journey beyond

round owl
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GG and CGG are among the best and most repeatable dungeons...

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feels like CT is stuck on "it could have been much better" (definitely true), yet it's still so much better than most existing dungeons already

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(this probably isn't actually true, but it's what I feel)

cosmic cliff
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100% disagree

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the buildwork is great, and redbeard is cool. that's about it

tired forum
peak sonnet
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Imo the best dungeon is decrepit sewers

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But I’m a brain dead combat fiend so I enjoy being able to speedrun the areas between combat

tired forum
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Meanwhile I think DS is the worst one except IB

tender arch
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this is my tier list for dungeons

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a lot of the normal ones just arent worth doing or suck (ib)

weary crag
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the progression just feels so slow but isnt truly afk

tired forum
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Bruh I need to find out which icon is which dungeon

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I dont get how some dungeons on ur tierlist is so far away from their corrupted version

tender arch
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cuz the corrupted version is a lot more useful

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and in some cases, better, for example uc and cuc were old so uc was literally terrible i hate it disgusting and cuc was actually relatively quite doable

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and ls was hard mobs and easy bossfight but cls was easy mobs and easy bossfight

tired forum
tender arch
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no?

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the only dungeons i buy stuff from are uc (rarely), ds (rarely) eo (might eventually but havent yet), and cur (twice)

tired forum
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Im not even trying to be rude, english is not my first language so i have actually zero idea what youre trying to say

tender arch
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forgery dungeons are good to do because (most of them) give good xp at various levels

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and forgery runs

tired forum
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Oh so the rewards

fiery quarry
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./other profs

tender arch
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eh

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i personally rarely get them

weary crag
tender arch
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you dont need to do them, because generally there are also good grindspots

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ib is good at 40 but it can be hard to solo at level 40 depending on build, class, and skill level, and it also is just a pain to play

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i think cuc is when forgery dungeons start being better than grindspots

weary crag
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if you go for speed leveling yea, sure. but that's not what makes dungeons good