#Need some playtesters

1 messages · Page 1 of 1 (latest)

burnt field
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Creator name: Malf2
Level name: Calling
Level ID: 125263712

Its not a defiicult level and i just want some fresh eyes on it to see if its worth decorating or if its fun to play. Thank you and enjoy

empty jettyBOT
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@burnt field

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dusk flare
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Hey @burnt field!

I thought your level was indeed very fun to play. I just had a few minor comments:

  • For the difficulty I felt you were going for, I felt that the green orb at 25% was a fairly precise timing. Maybe try nerfing it.

  • Perhaps adding some form of visualization for where the S-blocks are in throughout the whole ship part beginning at 50%

  • The ship part at 58% is a fair difficulty spike compared to the rest of the level. It's alright, but maybe consider slightly nerfing it to keep the difficulty on par with the rest of the level.

  • The rotation at the very last dash orb felt a little awkward, considering it didn't sync to the music. This could be improved after decorating.

  • The wave part is a little uninteresting, maybe consider adding some variety to the gameplay there.

I would say though that it is a fun level to play, and I would say it's worth decorating.

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If you want, I could go back and review it again if you make any changes, and I could list a few more issues that I felt weren't really worth mentioning.

burnt field
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Thank you again for taking the time to play and review the level. I would most definitely appreciate you going over it and pointing out some extra problems. Thanks again🫶

dusk flare
burnt field
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Okay. Take your time and I will try to improve the things you already pointed out

dusk flare
# burnt field Okay. Take your time and I will try to improve the things you already pointed ou...

Specific Sections

  • I feel like the fading block at 9% is unnecessary. Why not just move the whole platform over one (see 2nd image below)?
  • The last robot jump at 14% is almost blind, and if you don't start the jump late you die.
  • Missing spikes at 22% (see 3rd image below).
  • Missing spikes at 25% (see 4th image below).
  • The transition at 35% is confusing. If I instinctively jump, I hit my head on the moving roof. The incoming platform should be the opaque platform, and the platform you were just on should be the translucent one, not the other way around. it could be changed back to opaque after.
  • The 45% coin leads to a semi-blind jump.
  • Instead of having invisible spikes at 47%, maybe consider making them a type of background. Also, one of the spikes at the bottom there is missing (see 5th image below).
  • The edge of the 63%-64% slope causes the player to have to dive down, which is unreliable and just confusing for what feels like a 4-5 star level. If you hit the edge of the slope, it causes the player to bounce and die. Maybe consider flattening the edge here (see 6th image below)?
  • Why even add spikes at 70% (see 7th image below)?
  • Same thing at 82%. Why not make this a coin route instead (see 8th image below)?
  • The fact that the level ends on a dash orb just feels very boring and overdone. I feel like you could use instead use the fact that your sideways and instead making an ending similar to Dash's ending. This is just my personal opinion though.
  • Ball part is good, feel like it could be extended a bit though.

Throughout the Level

  • The inclined obstacles (see 1st image below) I feel like could be assumed to be just normal blocks. I would have never known that they were slopes before either hitting them or seeing their hitboxes. They also feel unnecessary, as the slope likely launches you into a spike anyway. It can sometimes mess me up on some jumps. Why not just make the hitboxes normal squares?
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Some of the stuff I mentioned could have been intended by you to make the level harder, which is fine.

burnt field
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I see how flawed my level is😅. I will fix everything as soon as I can. Thank you again for your time and effort.

dusk flare
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It's more of an "every experience counts" analysis

burnt field
dusk flare