#Gameplay Objects 1

1 messages · Page 1 of 1 (latest)

glad ridge
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Part 1: UFO
I chose this gamemode as I believe it’s the most versatile out of the three (the cube and spider don’t allow for midair inputs, for instance). I care about this as I want the gameplay to match the complexity of the music during the drop. However, due to the UFO’s difficulty to move vertically to further match the song intensity, I had to compensate by frequently using dash orbs, spider orbs and s l o p e s.

Part 2: Ball
Because the music modulates to a lower key at this point and therefore feels less intense, I chose a more limiting gamemode, better suited to more corridor-like gameplay. The robot is far more of a different gamemode from the UFO than the music justifies, so I didn’t think it would create as good of a transition. Additionally, the wave is too vertical, sharp and snappy for this part of the music.

Part 3: UFO
I chose the UFO once again, because of how part 3 of the music is similar to part 1. But even so, both the swing and ship move too smoothly for music like this.

Part 4: Robot
The robot, like I have said before, has many differences from the UFO gamemode (e.g. you can’t hit your head without H blocks). This time, I believe it’s justified since the music prepares to transition to a much calmer section. Additionally, the many properties it shares with the cube allows for a good transition to a hypothetical cube section after the level, where it fits due to its simplicity. I didn’t choose the spider due to the unfitting abundance of snappy, vertical movement. I didn’t choose the swing because it’s too similar to the UFO.

Oh boy, grade 2 in gameplay is gonna take a while to get.

[Sorry about that. I did NOT know what a gameplay object was. I had to dumb down everything to like 4 star difficulty.]

tiny ingotBOT
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rose knoll
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this is very nice

somber verge
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Yeah

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Agree

rose knoll
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-ex pass 1472698993007005749

tiny ingotBOT
somber verge
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Great work