https://imgur.com/overgrown-MWpH5aB
With the tourney over, I'll also post this here. This was my first genuine attempt at a uch map and all the responses and also matches in the tournament played on my map are giving me insane motivation to continue making maps. Thx a ton to Awesome for hosting this Level Festival and idk, any feedback, especially criticism is very welcome 
#7XDU-2E8D - Overgrown by Quadropi
36 messages · Page 1 of 1 (latest)
Lé meow
Wtf i can give any feedback?
Let me lock tf in
• use more colors
• more overlapping so it looks more natural
• do gradients, your colors are choppy in like the tree trunk section
• use the same colors/structures for similar builds so you have some kind of order
Its really difficult to understand what is what with so much different color and shapes
Ngl i really fw how you build your buildings though
Goated
Also goated gameplay icl
tbh, both the pathing and visual, I 100% just went with the vibe, so now I gotta see if I can recreate it ig
but ty a lot, I've never really done pixel art, so the advice on colours is really appreciated
I think that the trunk is a bit flat
(I cannot build something like this well done its way better than my work)
oh yeah lmao, it sucks that it's the very center as well, but I really struggled to find colours to shade with for the trunk
aaaalright buddy
Its really not intuitive when you first start uch builds
I still struggle w it ngl
really cool concept!
most of the feedback i would give has already been said by unmei
my main complaint tho is that spawn...it is bad gameplay to stretch a itsy bitsy the length of the level and having that immediate drop off...having to fall down is not a great thing
I dont think its a problem
I cant think of any issue here but it creating a sliver of a difference for tourney game sets
But i doubt barely anyone notices that anyhow so its essentially just an early downward section
Though i gotta say yeah levels of this length arent too good for tourneys. Normally yeah you can play around with placing hazards at x distance to make capitalize on the run time but this seems too much
thx for the feedback as well, I get what you mean, I think I'll definitely experiment with more open and shorter maps to get a feel for the flow in gameplay in general
I feel like the end section also doesn't feel great to run through and could be smoother tbh
end section looks good to me
the gameplay is pretty good all around
the only things i would point out is that initial drop and that blind drop
you usually dont want blind drops they are unfun to play with
oh yeah that's true, it's something I noticed when playing the map myself as well
you can easily make setup that feel random, bc you need to react very quickly to cycles
Slipped past me 
how dare you