#Need playtesters for my layout... (and other stuff ig)

42 messages · Page 1 of 1 (latest)

neat swift
#

I recently made an nc level layout inspired by an old 1.9 level (Quasar by Allan) that people are later going to decorate but I'm not sure if I patched all the bugs and skips and I'm not sure if the level is structured well enough so id like you guys to help me out here.

I also need feedback on whether the hidden key placements (10) are good or bad for a secret coin you can get at the end of the level (off course getting the coin itself is the hardest part :).

Level Name: Genesis
Level ID: 124075360
GD Username: iItrademarkIi

polar idolBOT
#

@neat swift

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, such as bugfixing or recording with your icons.
  • You'll get XP for helping people with their playtest or recording requests.
zenith kestrel
#

I don't think the coin route has "bad" gameplay, but I wouldn't call it fun either. As far as gameplay standards go it probably isn't that big of a deal, but I've never liked these types of coins.

#

I didn't see any other outstanding issues with the normal route gameplay.

hidden abyss
#

I thought everything was cool except mirror portal. It’s fine if it’s gonna be part of ur level’s identity but if not pls remove I’m already bad enough at GD.

neat swift
# hidden abyss I thought everything was cool except mirror portal. It’s fine if it’s gonna be p...

I did plan on removing it but just couldn't because of this. https://youtu.be/QmUdQE67ges

that's something better than original nc style

  • LEVEL INFO -
    Level name: Quasar, creator: Allan, ID: 14321727
    Rate: Featured, difficulty: Hard Demon, coins: 0
    Length: 1min 18s (Long), objects: 30455
    Song: Genesis by MafiaPineapple (0:00-1:18), ID: 597997, size: 9.49MB, NewGrounds: https://www.newgrounds.com/audio/listen/597997, YouTube: https...
▶ Play video
grave sand
#

Small thing that literally nobody cares about: this slope doesnt have a hitbox (idk if thats intentional)

#

Ok im only halfway through your level and the coin has SEVERE balancing issues

#

I suggest either nerfing the harder keys or buffing the easier keys because some of the keys are easy demon while others are extreme demon

neat swift
neat swift
grave sand
#

Ive gone through the level twice now and i like some of the key placements and i dislike others

#

Idk if im the best person to be talking about difficulty rn since im currently out of town and have to play on mobile (my mobile hardest is windy landscape 💀) but some of the keys are brutal

#

I found a few skips in the level but i didnt mark any of them down

#

But they are there (not a very important priority but it might make a difference)

#

Im gonna take a quick break so lmk if you are done updating the keys since i plan on going through every key since coin placements are one of my specialties (yes i watch colon how do you know)

#

structuring is fine ig; nothing special

grave sand
#

Its late for me im going to sleep i might review the keys tomorrow night

zenith kestrel
#

also I didn't mention this, but I feel like the wave gameplay is too similar to quasar by allan (edit: I now see by scrolling up that it was intentional)

#

I didn't do a side-by-side comparison but I could easily see the resemblance

#

so on top of doing an overused style (Nine Circles), it would be harder to develop the identity of your level unless it's an all-out remake of Quasar

neat swift
#

@grave sand Update got released and got a video for if you can't play it

neat swift
weak sluice
#

I think the level is pretty fun and the keys are a neat challenge for a little reward. But the two things that stood out as kind of odd inclusions are the dual at 84 and the last key. This dual doesn't really fit in the flow and plays so much differently from the rest of the level. The last key I will be honest is just kind of annoying to collect. Other than that this level is pretty fun.

neat swift
# weak sluice I think the level is pretty fun and the keys are a neat challenge for a little r...

Yeah, you're right i placed the last key there because i wanted it to be pretty hard but it probably doesn't matter since collecting the coin at the end is pretty hard too, so probably better to remove it since i can't find anywhere to place it. And about that dual, i made that on purpose since it's a remake of the old 1.9 level "quasar" that also has that dual but mine is in 4x speed so i understand what you mean by that.

#

Update: Removed the last key

weak sluice
#

Probably for the best.

neat swift
#

Need playtesters for my layout... (and other stuff ig)

grave sand
# neat swift

I dont think I have enough time to give feedback on the keys rn, but this version has much better keys

grave sand
#

Aight im about to write the coin review but I will say if you are making a remake of quasar, the level is fine, but if its just inspired by quasar, i would say remove the cube/ship dual and maybe the mirror portal

#

They are in the original level but they just arent great

#

Also minor gripe I dont understand why these portals are invisible

grave sand
#

Coin Review:
(Note: all images will be at the bottom of the review)

——————————————————————

Key 1: The placement is fine, but I feel like the fake ground spikes on the regular path arent necessary and make the key easier to stumble into, so I suggest removing the fake spikes on the regular path (see img)
Rating: B+

Key 2: Idk why, but I just dont like this key. It’s too similar to the first key, and right before a fade to black transition that obscures vision (mainly a problem with the transition tho, see img); after playing it tho it’s not too hard
Rating: C

Key 3: Excellent key placement; it requires a little thinking, and is a little creative; it also has challenge, but isnt too hard
Rating: S

Key 4: I like how the fake spikes are indicated, making a path to the key, tho I’m not a big fan of the ball click to flip gravity after getting the key (idk why, I just dont like it, see img)
Rating: A-

Key 5: This one is weird, the click feels a little strange, and I dont think the toggle block is necessary (see img), but the placement seems fine, just feels off for me
Rating: B-

Key 6: I dont like the micro click to get the key right after the wave appears out of nowhere; I get that the level should be practiced, but it just doesnt feel good to get; I suggest keeping the path (swag route) but moving the key a little (see img for suggestion)
Rating: D+

Key 7: This key feels a little free, so I suggest making it harder while making the normal route easier (see img; the key placement itself isnt bad tho)
Rating: B

Key 8: Also pretty free, but its not an easy one to fix; I would rework it entirely, but its fine if its kept unchanged
Rating: C

I hit the character limit so the review is being split into two messages

grave sand
#

Key 9: Im sorry but I absolutely hate this key, its placement is a little creative but thats the only good thing I can say about it; first off, the dual that its in just sucks, since its just spam. I understand that its in Quasar but spam rarely makes good gameplay. The key is literally just stop spamming at a certain part and hope your ship is at the correct place, which I believe is not a good way to get a coin. I dont think you can place any good key in the dual so I suggest just removing the key entirely.
Rating: F

——————————————————————

Overall: The coin overall is good in my opinion, but some keys arent great (but can be improved with a bit of polishing)

Notes on the level: The gameplay looks great, but I dislike the gravity portals in the middle of a single stroke that you have to either hold or release quickly (see img), but thats basically the only thing I dislike about the level (aside from the dual) and I see a lot of potential in it

Images:
(Blue: Original; Red: Changed; Only applies to in level changes, not the changes in pen)

Image 1: The ground spikes like these arent really necessary imo and make the coin route look more like the normal route

Image 2: Shifting over the block removes the need for a toggle trigger and buffs the normal route a little (up to you to decide whether thats a change thats worth it)

Image 3: Changing the regular spike to a half spike and giving the slope its hitbox back will prevent the player from dying, giving them more time to react to the transition

Images 4 & 5: Potential buffs to key 7, and one of the left slopes had its hitbox removed

Image 6: An example of a gravity portal where you have to release in the middle of a stroke

#

Finally finished the review @neat swift

#

That took around an hour and a half 💀

#

Hope you find it helpful

neat swift
# grave sand Hope you find it helpful

Thank you I really appreciate the time and effort you put into my level. I'll definitely use these tips and take them into action (well ill try best)✌️