#spingdash deco 7

17 messages · Page 1 of 1 (latest)

carmine knot
#
  • creator: TerraPandaGD (me)
  • level name: spindash deco 7
  • ID: 116992985
  • what should i change, add or remove? (sorry for the low quality)
keen pineBOT
#

@carmine knot

Make sure your post follows the format!
  • State your in-game username, the level name, and the level ID.
  • Additionally, state what you need help with, whether that's playtesting or recording.
  • You'll get XP for helping people with their playtest or recording requests.
carmine knot
#

feedback when?

warped flame
#
  1. At 6% you have a dash orb you have to hold until a pad, but personally it confused me, mainly because of the orbs on the other side of the spike. I suggest showing the ramps that you are rolling on with the dash orb, at least semi-transparently so that a person doesn’t get surprised they died from not holding a dash orb.
  2. The coin route is way to hard (at 6%), it feels nearly like a frame perfect. Coins must be harder than the normal route, but still of the right difficulty for the levels difficulty.
  3. The ramp at 9% is unclear as to weather you should jump on it or not, you can solve that by removing the ramp altogether and lowering the structure on which it’s on so that you don’t need it.
  4. At 31% you have a red orb in a green portal that hits u against the ground upside down, yet your gravity magically reverts to normal when you hit the floor. I would avoid gravity changes you can’t see, so consider replacing the red orb for a blue orb.
  5. At the 2 dash orb chain at 33, you placed an s block too early, leading to the player falling before reaching the green dash orb unless they hit the pink dash orb really late. I recommend swapping the positions of the green and pink dash orbs and removing the s block. This forces the player to hit both orbs without risks of unfair deaths.
  6. From 36-44% there is a big zoom out. I suspect it’s to make the wave more sightreadable, but it looks hella awkward. Not only that, the wave is already sightreadable enough, so you can probably entirely remove that zoom.
  7. This point isn’t exactly a problem, but the platforms you stand on are too big for what they do in the latter part, like the one in the picture attached, which is just an example. In that area, you only use like a tenth of the platform, so the remaining platform just looks awkward since it’s unused. This is a thing that sorta repeats throughout the level. As I said, it’s not really a problem, but the platform redundancy does still look awkward imo.
#

Then again, it’s your level, so if you disagree with a point or don’t understand l, feel free to ask or ignore me

warped flame
#

Btw to solve platform redundancy, you can literally just add spikes to unused parts. That would also help slight reading since there is only one obvious path

carmine knot
#

K

#

I'ma devourer my lunch and then fix it

warped flame
carmine knot
#

Thanks

carmine knot
#

and i dont wanna add more coins

#

so i made just one coin and made it hard

warped flame
#

Usually in a level with one coin, the coin is a multistage type, where you have to obtain multiple cues or keys to unlock it. This keeps the balance of the coin because each individual part is fairly easy, while still keeping a challenge

#

Rather than one single part being very hard, they distribute the difficulty across the whole level

carmine knot
#

k