#I need someone to test the layout of my level !
73 messages · Page 1 of 1 (latest)
I don't understand here
blind jump
ball part is stupidly harder compared to everything else
horrible transition
arrow isnt even visible ingame
gameplay isnt even interesting at all
its just copy and paste
I thank you for playing and also giving reviews. I will try to do better
the almost invisible spikes are made on purpose, and also when I tested in practice it is the wave that I found the hardest how is that done
I redid the level trying to improve the gameplay and balance the difficulties or at least I increased the difficulty
ID: 128578616
I dont think having the spider pad take you to a blind jump is the best choice
since the rest of the gameplay that follows doesn't need the extra space you created here
so you could lower this part down so the player better knows whats ahead
At the start, the moving platform isn't bad. However, I would telegraph where it is going for the player
You can also lower the blue platform with the gravity pad to help the player see what is coming next. Originally it was also a blind jump
Here the yellow pad is also blind so the player may buffer the input out of panic, not that it would kill them. Regardless, I would once again either move it to a position where the player can see it before hand or use some indicator reassuring the player they will be fine like the arrow I added
Same goes for the yellow portal since it too is a blind jump, by adding another indicator the player can assume they need to jump off screen to survive
If you are going to do a blind transition like this, I would also recommend you don't add a threat.
This here is also a poorly executed transition, because there is no need to increase in elevation, you could have just kept the ufo and speed portal where you would enter the teleporter. The biggest difference that would make is that the player will know what mode they will be in and see the obstacles before hand
I agree with what miner says here @median gazelle
its important to note that blind inputs doesnt make a level hard, just annoying
because having to make an input to an obstacle you cannot see is just frustrating
it may not be an issue to the creator since they know the core gameplay, but to the people playing this its unfair since they dont know the core gameplay its hard to learn from this type of gameplay
id also like to ask, what is the intended difficulty here?
because this level is also very, VERY unbalanced
the first part feels like a harder difficulty
but the drop and afterwards just straight up feels like a hard demon
and then it suddenly turns to 5 star gameplay with the wave
and then back to demon diffuclty gameplay with the ball
the orb chain here is heavily inconsistent because depending on where you hit the portal the ball can go off route and not have enough trajectory to hit the orbs
also, please avoid gameplay like this (ones that involve hitting 5 or more orbs)
if youre planning to stack portals on each other, make sure that ALL OF THEM are visible
because you CANNOT see the gravity portal here
forcing the player to make an input AFTER mirroring them is also not good
because when hitting a mirror portal your whole screen gets inverted for some time making it very hard to see the gameplay after
so this is basically just blind gameplay
my suggestions:
- do what miner says here (and all their suggestions too)
- fix all blind gameplay
- consider redoing this part entirely because its heavily inconsistent
- nerf these parts
- make sure that all stacked portals are visible
- fix all bad transitions
Thank you to the miner and MCA for your valuable advice and comments. but the blind jumps at the beginning are part of how I want the entry to be. so like the miner said I'm going to put indicators here and there to reassure the players.
this incoherent part is the first one I did when I started GD so I don't like to touch it too much, that said, you're right, it's "inconsistent" and really hard when you're not familiar with it, a bit like the one at the end, I'm going to watch it again
Ah always transitions, that's really my problem, the vast majority of my transitions are sort of rubbish and always surprising the first time
also the ship mode is not great because of its contrast with the other parts to hear your words so I will retouch that too
I will put certain platforms on certain parts in order to reassure the players
the answer to your question, I know too much but I know that it will be easy madness-demon as that is where the majority of players and I myself are located
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@ember hinge please when giving feedback, do not be as harsh as this, you can just say the transition is bad
@ember hinge and @split fossil it was really hard, and it took a long time to think about and try out this rework but... I finally finished it, I tried as best I could to take care of the inconsistent areas and improve the gameplay a little, I'm waiting for your opinion
I just want to make sure that the level is updated and or that I have the correct version of it
this is how the begining starts right?
think the id is this one 128578616
ok this is much better than before
first issue i see here is the lack of indication on where this is supposed to go
yes, i know about the spikes but
something like this would be nice
the spikes below the green orb is positioned too close
This is so much better! I love this much more already
i suggest lowering it into something like this
next, here. First thing i noticed is that the top part is out of bounds at first
until, of course you reach it that is
now what im trying to say is that since the player cannot see the top gameplay at first. I think we should compensate them by giving a safe platform that gives them time to react
this is also to prevent them from dying if they hold the orb
the red orb down here is also not visible sadly
I don't mind this teleporter bit, but I'd recomend to move the second teleporter and everything that follows below the initial height you gain like in the screenshot I sent
so when the player goes down they dont have time to react
so that its always in sight and possible to sightread unless you want that part to be kinda memoryish but unless the whole level is like that I'd advise against it
ill leave this up to you on how to fix it. But if you intend on keeping the orb, i suggest adding a camera offset trigger so the view is lowered to see the orb. Just make sure to reset it later on otherwise your camera will always be offset
as for the gameplay, its harder at times. But its a balanced 7-8 star
This also may be a nitpick, but this part before the ball feels really underwhelming because the intensity doesn't match the song
so I like the dash orb before it, but maybe consider building the sped up gameplay around the red line indicating the drop start in the song
so the little one is good but the sounds aren't right, if that's what it's like don't worry I haven't chosen the final music yet I put that on because I was fed up with crazy stereo music
here there is a certain way of ending in the setting so I moved it up to avoid that and in addition it increases the general difficulty because either you succeed or you lose
I see what you mean, but putting a platform here again I have the impression that it makes this part less stressful and therefore reduces its difficulty too much
Ah the memorization I almost forgot that people didn't like that, but I'm going to keep and shift the platforms in order to leave 0.5 to 1s more for the player
unlike previous times this time there are only a few touch-ups to do and finally no criticism on any of the transitions I didn't believe it anymore. I thought you were going to talk about the end wave but no, it reassures me