#Pink Goober Planet

1 messages · Page 1 of 1 (latest)

tardy jay
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<@&1178134658857308212> @visual quartz @cloud laurel Reveow Please

severe elk
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first of all change the start

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its immediately recognizable as pirate attack

icy swift
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snorflock

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kinda

severe elk
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i foudn you

delicate shard
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Really promising

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You should probably work on the start ngl I did not enjoy it

tardy jay
delicate shard
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I can mark it out for you

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wai

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Just this entire part is

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eh

tardy jay
delicate shard
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Then the like long falling on that wind section is meh

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  • checkpoint here pls
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here too cuz the other one isnt reachable

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just incase you somehow die

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Also just generally the outskilling is kinda hard here

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most of the obstacles seem really trivial and buffing them I feel like would make it hard with too many players

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So shortcuts/tricks should be added

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else it'll kinda be like a paradise atoll kinda situation

tardy jay
delicate shard
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i said gimmick i meant part

delicate shard
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its all not really fun sorry

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I like the rest but the start isnt great

tardy jay
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Ok👍

delicate shard
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Just feels boring and purist, needs to be more alive and make me excited to play it

tardy jay
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Ill try to change it

delicate shard
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This gimmick is cool but it suffers from long falling and a way too tight timing window, and the spam dashing is just not too great aswell

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I tried to mark what i meant with timing window

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Gosh I need to sleep

delicate shard
wild timber
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Since people are already providing feedback in general, I'll just point out that the use of arrows could have been more extensive, for example:

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This place doesn't seem very useful, but I guess it doesn't matter.

delicate shard
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I played the level like three times Tytan carrying ngl

wild timber
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This level map reminds me of stuff by Poil and SmoothBanana icl

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You're learning 🥹

tardy jay
wild timber
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Aside from the beginning of the map, the rest is pretty cool, I'd say you've innovated quite a bit.

wild timber
tardy jay
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Yes i agree this comunity has helped me sooooo much in my level building experience

delicate shard
wild timber
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@delicate shard shortcut possible?

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I tried a little bit but didn't go well

delicate shard
wild timber
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mhm

cloud laurel
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@tardy jay the deco is insane

wild timber
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This is possible

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I tried

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But it's not even worthy, it's a 16p and getting a shortcut like that is too RNG as Ramp_city's one

slim coyote
wild timber
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Silly

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It was missing like 0.3 blocks for reaching the thing

wild timber
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I don't know if it's needed honestly

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But you're free to

urban heron
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this shortcut from here through here

visual quartz
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Some parts in here feel very empty in terms of deco, just big open areas that need to be filled (especially in this screenshot). The level is named ‘Pink Mountain Planet’ but there seems to be a lack of mountains other than a few slopes, maybe you could make the level about climbing up a mountain by having the ending be on top of a mountain? Decoration could also be improved, the places that you have it right now are good but there are several spots you missed that look really empty. Some of the gameplay too isn’t the best, namely the part where there are bouncy blocks that send you into slopes with saws in them. I get that you can stand on top of the slopes but sometimes it feels unfair when you are pushed directly into them. If this was certified as is, that part would be horrible for multiplayer, goobers would die left and right and a lot of it wouldn’t feel like their fault, it’s too hard for a 16p rn. Other than that, the rest of the gameplay is kind of mid, and it doesn’t feel like you really thought about the multiplayer aspect of this level that much. I’d suggest filling the empty spaces and making the obstacles more 16p friendly, not super easy like a 32p, but easier and more understandable than it is right now. @tardy jay

dry cypress
tardy jay
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Just fyi to people I’m working on it as much as possible I just have school work but I should be able to work on it soon

tardy jay
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Actually @prime wedge can You review this

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And @frail pecan

tardy jay
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Pink Goober Planet

prime wedge
wild timber
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I like this map

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For me, it's missing general polishing

tardy jay
wild timber
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This arrow is silly though

delicate shard
wild timber
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XD

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That obstacle is good, but the visual aspect isn't great

tardy jay
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I’ll try to fix these but some are kinda but 7 and 8 what do you mean by this?

wild timber
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The spikes are crooked, and you've placed geometrically rectangular obstacles on a ramped terrain.

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Just make it a normal spike floor without the ramp

delicate shard
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I like the ramp ngl

frail pecan
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I agree with Tytan, this level needs a lot more polishing. The general issue is that a lot of the platforms aren't layered consistently and the different elements in the level often tend to clip into each other in an ugly way.

Screenshot: I'm not sure if this is intentional, but it's possible to get inside of these things. In one of my test runs I got pushed into one of them by one of the gravity fields.

Additionally I'm not a huge fan of the music blocks in that part. In my opinion they contribute very little to the design and the sound they make is not very pleasant to listen to.

tardy jay
tardy jay
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also @delicate shard i changed the start and if you want me to further modify the circle part just tell me

delicate shard
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i check tommorow

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i tire

tardy jay
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@visual quartz if your free right now could you review?

visual quartz
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i did yesterday

tardy jay
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i "unemptied" that part

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oooo

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didnt know that was a review thought was just a suggestion mb

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But still anything hekps

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unless its bad feedback lmao

visual quartz
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i’ll see what it looks like rn and see if i want to review

hazy smelt
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Hmm idk what to think about this level

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latter parts are pretty messy

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also if you use this ugly block design please use it properly

delicate shard
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Its a really nice level but doesn't stand out to me in the grand scheme of all levels

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sorry

hazy smelt
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Yeah it reminds me too much of pirate attack

delicate shard
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Idk just design wise it looks like every level with this theme ever

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the obstacles are nice but not put into any unique design

prime wedge
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Pic 1- design such as this with overlapping layers feels a bit sloppy in my opinion. Maybe I’m being nitpicky but the overlapping doesn’t look right to me. Pic 2- the saw here is a bit hard to see on first run, maybe a small warning? Pic 3- really enjoy these obstacles but think rechargers should be instant so as everyone can enjoy them rather than just whoever is front running. Pic 4- Great background design. This part and the other obstacle in pic 3 look very nice, but the rest of the level feels a bit bland / unpolished like others have said. You’re definitely getting much better at map making, but I feel like some of the fine details like overlapping layers throughout and barren spaces could be improved on for certification! Sorry for the long wait for review!

tardy jay
tardy jay
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@prime wedge i fixed you review

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@delicate shard also i did your review, @slim coyote could u look at this level same with @frail pecan

slim coyote
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i could

delicate shard
delicate shard
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which i see in every level

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where its like you go right in a straight line with some obstacles that were put into this straight line, then you ascend, you go left in a straight line with some obstacles, then you ascend, you go right, you ascend, you left, you ascend, you go right

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and all of that in a straight line also

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Do you see why I cant like your level 😭 Its so boring

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I can give you the perfect terraining level as an example

tardy jay
delicate shard
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I bet itll make it clearer as to how you could make it

tardy jay
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mk

delicate shard
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and it always doesnt work

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Ofc certified also

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I'm sure there are some

delicate shard
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This is super simple terraining when you catagorize how you play it (orange = ascends/descends, red arrows just as a general path)

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And its honestly easy to make

severe elk
delicate shard
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So idk why you have to do the

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Ascend, go left in a straight line, ascend again, go right in a straight line, Ascend, go left in a straight line, ascend again, go right in a straight line, Ascend, go left in a straight line, ascend again, go right in a straight line, Ascend, go left in a straight line, ascend again, go right in a straight line,

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You know?

delicate shard
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I dont think he likes it enough

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Jellyfish Cloaka

slim coyote
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did he make it recently or is it from a long time ago

delicate shard
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Last updated 1 year ago

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Its honestly kinda a nothing burger without the theme but its fun imo

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Just probably doesn't fit his standards considering the levels he makes nowadays

tardy jay
delicate shard
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no problem just

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Go a bit more wild

tardy jay
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Yeah i just started building and it turned out this

tardy jay
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@delicate shard are you asking me to fix this or just to know in the future

tardy jay
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@prime wedge I finished your review just fyi

tardy jay
prime wedge
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Great fixes! Next thing I’d work on is, particularly with the ice blocks, making them a bit more lined up/ polished if possible. I’ll go into a more in depth review once I get home tonight I promise! But polishing is the big thing here still in my opinion. All the fixes you implemented look great

severe elk
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Screenshot 1
I'm not sure I like this obstacle, there's only a 3 block wide area to stand on between the gravity fields, and the rechargers feel like they were placed without much thought on the ground. Visually the corners of the gravity field do stick out a little when they go down.

Screenshot 2
This feels very messily put together, you can also stand on top of the ramps to avoid death. Visually the indicators are a bit weird, the ones above the saws don't have any padding between them and it makes the entire section feel smaller or more claustrophobic than it actually is for me. This part might be fine, but it was the part that was the most awkward for me.

Screenshot 3
This applies to every other part of the level with this style, please actually use the design correctly, my first attempt I got flinged in here by the gravity fields. Sigmund already mentioned this, probably the most important visual nitpick to fix.

Screenshot 4
I think I would have enjoyed this part if there weren't ice block ramps, and maybe an actual way to die in the middle. Also, invisible dash rechargers, I don't think I need to elaborate.

This applies to the other sections, but the goobers feel placed without much thought other than so people can't say "there aren't any goobers in pink goober planet". for example the goobers arent actually standing on anything in screenshots 1 and 2

Sorry for the giant wall of text but overall i have mixed feelings about this map, still needs polishing and a few changes in the gameplay for it to stand out.

delicate shard
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Also generally the entire level has me feeling blind, I bump & bounce too often in random directions too

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I appreciate smooth levels, this one just doesn't feel like that tho

dry cypress
tardy jay
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Alr @delicate shard and @severe elk ill work on this and do a "revamp" like i did with pirate attack but it wont take as long.

slim coyote
tardy jay
tardy jay
prime wedge
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Tbh I’m not having the issue with the dash recharger obstacle everyone else is, although I can definitely see how it would be unforgiving for the average goober so I do agree that it could be made a bit more forgiving by widening it or lessening the angles somehow. I think it’s pretty easy to just straight line run across it for us though. That being said. Pic 1- the warning sides help me not get blindsided but like mat said are now kinda overshadowing the obstacles themselves. I also like the gameplay that allows you to avoid the obstacles with the jump pads, but these obstacles imo are the least consistent / smooth of the map. Pic 2- is expand this bottom section for grief avoiding purposes. Pic 3 and 4 are just areas where the map kinda looks unpolished imo.

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Thank you for pinging btw feel free to keep doing so whenever I forget lmao

tardy jay
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Mk

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Also btw Dan the man helped with this level a lot

delicate shard
tardy jay
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like in what way?

severe elk
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Ugly floors

tardy jay
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alr

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any ideas on how to fix?

severe elk
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And the ice floor at the start isn’t cleanly connected

tardy jay
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im stumped

severe elk
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Did you read what we said

tardy jay
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Yes but u guys just said problems

severe elk
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😭

tardy jay
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If you have aany ideas on how to fix😘

hazy smelt
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Don't use Plattforms excessively

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Or Look at poils levels

young bramble
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@tardy jay

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Add sign here

tardy jay
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What type of sign?

young bramble
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Warning Sign bruh

tardy jay
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Left arrow frfrfrfr

icy swift
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you can skip this

tardy jay
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@severe elk , @delicate shard , @slim coyote , and @prime wedge i finished your reviews hopefully i did everything u wanted if not feel free to ping me whenever and ill be happy to fix it!

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Also @cloud laurel you do some of the best reviews so if you could do a review i would love that

cloud laurel
tardy jay
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superbowls on tonight?

visual quartz
visual quartz
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just makes the game go to shit

severe elk
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everybody else just lags for a bit except for you

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no cap

slim coyote
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matrixixiaalalalaalcslalcal

tardy jay
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Anyways i did fix that kinda

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also if u manage to do that u deserve to win

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it took me like 10 mins to do that lmao

severe elk
slim coyote
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natrixxixixixixicalaalalalaalalcal

tardy jay
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mmm

slim coyote
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malibibulelebuleulebele

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poiluorurorurororryruoruouoururorous

severe elk
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you changed the design here to prevent that problem which is good but dont forget to extend the floors on the top of the moving structures and change the second screenshot as well

tardy jay
tardy jay
cloud laurel
visual quartz
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and that isn’t likely

slim coyote
cloud laurel
tardy jay
severe elk
tardy jay
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By the time you respawn though it will be gone

severe elk
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Anyway, still have most of the same problems as before for me

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You just made it look a little better and didnt really change the gameplay

tardy jay
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@prime wedge your probably sleeping but when you wake up please review as soon as possible

prime wedge
# tardy jay <@684619591455997963> your probably sleeping but when you wake up please review ...

It looks a lot better, but like mat said the upwards arrows kinda make the planet obstacles a bit too easy. The spikes being wider feels a lot better. I would make that one harder while making picture 1 easier to pass on top with jump zones, pic 1 seems harder than before? I’m all for hard obstacles and think in general most the course could benefit from some more challenge but this obstacle is almost too hard. I liked before that the pads above were pretty accessible if you ran perfectly. Pic 2- still not a fan of this jump zone both aesthetically and with how narrow it is, I’m thinking in a multiplayer race might be a bit too much jostling this early on to warrant a jump zone this thin. Mainly agree with Mats review but I do want to point out you fixed my recommended changes great! Just balances the difficulty of the course a bittt more throughout would probably help you most rn

tardy jay
tardy jay
tardy jay
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Fine if you don’t want to review you can just send it in to typixel🙄 if you have to👀

tardy jay
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@prime wedge I think i fixed you review

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i made certain parts betterer

tardy jay
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@slim coyote gooooooooooooooooooooooooobernut i actually need a review though

slim coyote
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okay

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soon

cloud laurel
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67

tardy jay
# cloud laurel 67

MyDragonfly = English......MaLibellule = French.......私のトンボ = JAPANESE

tardy jay
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@prime wedge

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Also I’m pretty sure @slim coyote Your at school but if not I would love just a paragraph from you

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And @frail pecan could you take another look at at this level

slim coyote
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also trow is busy doing unc stuff

frail pecan
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This is definitely an improvement over the last time I looked at the level. The new goober designs are cool although some of them feel a bit questionably placed. I also feel like some of them could use a bit more movement to make the level feel alive. Doesn't have to be much maybe they can just wave their hands or something.

That being said the issues I previously pointed out still persist in the level, it needs a lot more polish in the decoration as I pointed out in my first review.

Screenshot: This skip allows you to skip pretty much all of the level's gameplay without offering anything interesting in return, I can't see how that would be fun to play.

tardy jay
wild timber
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I would remove the skip

frail pecan
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I would do as Tytan advised

severe elk
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I would do as Sigismund advised

tardy jay
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@severe elk i made the skip imposible

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unpossible

slim coyote
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i wouldn’t do as matrixical(t) advised

tardy jay
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review?

tardy jay
tardy jay
tardy jay
severe elk
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Ghost ping @tardy jay

tardy jay
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By accident mb

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relised i already pinged you

slim coyote
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this seems like pirate attack

tardy jay
tardy jay
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@prime wedge please take a look at what I’ve done

tardy jay
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@slim coyote Your review other levels please give me a full review 😭

slim coyote
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okay i will rn

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can you not make me spawn in a wall please so it’s annoying when people do that

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you should make 8 players come from each side

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isn’t this from pirate attack? also it looks kinda weird here how it goes in the other jump feild

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add arrows pointing left around this area

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it’s a bit weird how the jump zones here aren’t connect just make it one big one or make it not look weird

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i don’t like how you can spawn in the block

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the gravity fields should be strgoner here

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the v looks here here comparing to all the other letters here not being blocking

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remove this gravity field

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i don’t like how this circular thing goes into the checkpoint

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i don’t like how the gravity field here goes into the checkpoint

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anyway that’s it goobersmile

tardy jay
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Mk

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Thanks

woven stirrup
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I really like it just change the jump pads they're really annoying

tardy jay
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Which ones @woven stirrup

prime wedge
# slim coyote i don’t like how this circular thing goes into the checkpoint

Goobernut pretty much stole my anticipated review (but also added a lot more stuff i didnt even notice!) I second what she said about the gravity fields, the zig zag portion being a bit too similar to your pirate map, and the main thing for me was I'm not too big of a fan of this obstacle (replied to message with it), especially because it goes through the checkpoint like Goobernut said. I like that you removed the shortcut I think that makes it more fair as a map. I also think the evil kitten text should be polished or removed as it kinda makes the map look a bit too messy. Sorry that this review took a minute, my reviews will probably be delayed for the next 2 months or so as I'm busy but looking forward to seeing what you cook up w the changes!

severe elk
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trow sighting jawdrop

wild timber
tardy jay
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Lmao

wild timber
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Bruh

tardy jay
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Mk I’ll fix these and hopefully you guys can do smth with it

tardy jay
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@slim coyote i fixed your review

slim coyote
tardy jay
woven stirrup
tardy jay
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@slim coyote Does this work?

severe elk
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wow this looks pretty cool

tardy jay
tardy jay
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@slim coyote Is what I did good?

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Also @prime wedge I finished you review

tardy jay
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@delicate shard Could you take another look at this please!

slim coyote
tardy jay
tardy jay
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Yo @severe elk I fixed your review a long time ago could you take another look at this because I honestly think it’s ready to be sent but you can decide that

severe elk
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still dislike the obstacle in the first picture for reasons already said

severe elk
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still don't understand why you use tweens instead of pivots, but you also forgot to make the time 0 seconds so you can see it move at the start.

severe elk
tardy jay
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Ok but who even calls them Tweens 😭

twin oar
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can you check out my new lvl it is fire

severe elk
tardy jay
severe elk
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aaahhghghauwehgauhgzhueihg :(( people dont know what tweens are

tardy jay
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I did a full review did i not?

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darn i must have forgotten

twin oar
# tardy jay darn i must have forgotten

can you review plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!@@@@@@@@@!!!!!!!!!!!!!!!!!!!!@@@@@@@@@@

prime wedge
tardy jay
severe elk
tardy jay
twin oar
tardy jay
tardy jay
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@prime wedge

prime wedge
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Getting home; will review once there

prime wedge
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  1. Although the "v" is fixed here the text still is really all over the place, the L being only 1 square wide insted of 2 for example. Also you've recently had a name change which would make people a bit confused by "Evil Kitten" text in the level presumably. 2. This part will be a bit of a damage to the level's flow as the squares on the top move side to side while the bottom moves up and down. When objects like this are right next to each other and look the same I'd want them to follow the same movements to avoid confusion. Alternatively, could slightly change the looks of one of the sections so it's not implied that movement is the same. 3. Minor fix but too narrow here for an early obstacle. 4. I am a big fan of the two sections of goober decor before this. Genuinely the first one looks awesome. The second one incorporates a nice shortcut in their hands. But this third section of them just seems a bit redudant to me and a bit overdone. I think the idea to have decoration here as it's pretty blank is smart but its a bit redudant. If I had to prioritize one aspect to work on it would be getting maybe some different type of decor along the lines of space/planet themed. Right now the goober figures are proportionallya bit too much of it in my opinion. You did a great job with the changes though so keep working! Points 2 and 3 are pretty nitpicky and shouldn't take longer than a minute or so to fix, points 1 and 4 imo are a bit more vital to overall level. Decor is soooo good I just think these 2 parts should be polished. Gameplay overall is solid besides being a bit wonky on the planet obstacles (easy to surpass with a run or two but hard to sight read)
tardy jay
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Also idk if I’m going to change my name back so I’ll probably remove the text

tardy jay
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@delicate shard could you take a look at this it would mean a lot

twin oar
slim coyote
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double ping so it cancels out

tardy jay
twin oar
tardy jay
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@delicate shard Goobernut says to ping You twice

slim coyote
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wow you guys are so smart

crystal yew
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Seems like we’re taking the mickey now

delicate shard
# tardy jay <@1382316349933490277> Goobernut says to ping You twice

Hi, please stop pinging me 😭
I put this name because I only want to review the levels that seem interesting to review now.
I rejected your level 2 times now:
#1467669190218485830 message
#1467669190218485830 message
Considering you didn't change anything, I won't be reviewing your level any longer. Goodluck with the other LCs 🍀

twin oar
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evil kitten i told you

young bramble
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I did phaser goobersmile goobersmile

tardy jay
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Oh never mind i see

tardy jay
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@prime wedge Hopefully this works for you!

tardy jay
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@prime wedge

tardy jay
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@frail pecan I fixed your review does what I did look good? Same thing to you @slim coyote

prime wedge
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These parts both feel very barren to me for a certain level. Not even just decor wise but gameplay is a bit monotonous. I don’t think every obstacle needs to be incredibly challenging but I would mitigate these two spots by either decor and/or harder gameplay. My logic is if I’m gonna be kinda doing the same movement over and over again for a few seconds the level better be nice to look at or I’m just gonna zone out/ lose interest. Decor isn’t the only fix here, could also just make these spots a bit more interactive / challenging besides just jump zones.

tardy jay
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For the second picture

visual quartz
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re-pasting link for future reviews

tardy jay
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Also @prime wedge or @visual quartz i am super stumped for the first pic any ideas?

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also the second lmao

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just having a brain fart in general rn

severe elk
prime wedge
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You got space theme on your side- there’s so many options! Planet jump zones instead of a zig zag, comet obstacles to dodge, etc. you’ve got it!

tardy jay
visual quartz
frail pecan
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Yeah, this looks a whole lot better than it did when I last looked at it. I do still have a few design / polishing nitpicks though.

Screenshot 1: The spinning gravity field circle here is cool but it doesn't fit with the main obstacle (zig-zag jump zone thing) at all. I'd just rework the part entirely while keeping the gravity fields and replacing the jump zone.

Screenshot 2: I feel like this whole part is kind of in conflict with itself. It'd make more sense if the movement of the gravity fields matched the background pattern. I also don't like how the gravity fields just teleport back to their starting positions after finishing their movement.

Screenshot 3: This part still looks unpolished to me. I don't like how the jump zones go inside the walls. The wall design doesn't necessarily look great here either. This is another part I feel could use a rework.

Screenshot 4: I'm not a fan of how the moving obstacles go inside of the triangles here.

tardy jay
twin oar
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after the review this has become one of my favourite lvls in gd

tardy jay
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@frail pecan i fixed all but 4 because it is a big point in two trial (maybe) three so i was hoping you could accept it jsut telling you!

tardy jay
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@prime wedge idk if this works for you but hopefully

tardy jay
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@frail pecan

cloud laurel
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Let sigmund sleep

severe elk
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Jajaja

tardy jay
tardy jay
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Or review

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No yelling at me for “not changing a single thing” 😭 😭 😭 😭 😭 😭 😭

severe elk
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negative points for not using pivots again

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rest of the level didnt really change much so i won't elaborate any more

tardy jay
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@frail pecan time to wake up goobersmile

frail pecan
tardy jay
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Ok

frail pecan
tardy jay
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Good luck with what ever your doing!

frail pecan
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You're in the same timezone as goj mattressical 🤑

tardy jay
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Of course

tardy jay
frail pecan
#

mattressical immediately got online as I said that jawdrop

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@severe elk jawdrop

tardy jay
frail pecan
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The new part at the start is cool but I wish it were symmetrical for both sides. The area you can jump on is also probably a bit small.

Screenshot 1: This part looks visually cleaner now but it also feels kind of barren and empty to me.
Screenshot 2: One-block wall here isn't very visually appealing.

frail pecan
tardy jay
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@frail pecan this should work!

prime wedge
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  1. People starting on the right who follow this arrow are led to a dead end unless they are Breadfish level skilled at super jumps/ kaizos. Arrow going up is misleading given the top left of this screen blocks the route. 2. The charges following the path are cool but given the space between jump pads there probably needs to be a lot more of them to be sufficient enough to successfully replace the gravity fields that were formerly there. People who aren’t good with jump mechanics will probably struggle with this area as it stands now
tardy jay
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Thanks @prime wedge will work on this

tardy jay
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@severe elk Sence your online care to review or we could test it in multiplayer?

prime wedge
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These barriers look the same, but I can only pass through one! Make sure you're consistent with this throughout the course! In picture one of this review people aren't going to be aware that they can pass through this obstacle. Then, once they see people pass through it, theyre going to try to shortcut the part seen in picture 2 which will not work. Also, I'm not sure if you adressed my second picture from my last review yet but it feels the same still. No worries if you haven't yet though, reviewing again due to your DM!

tardy jay
prime wedge
slim coyote
severe elk
tardy jay
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Kitty

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new level👀

slim coyote
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guys i made a new map

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it’s called pink goobernut planet

frail pecan
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I don't think you really changed much about my review

tardy jay
slim coyote
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when i reviewed too you barely changed anything

remote turtle
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is the skip at the start intentional

tardy jay
remote turtle
tardy jay
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I made it where it can only really happen in tieme trials

tardy jay
twin oar
tardy jay
young bramble
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9 votes 🤩 (except original poster)

tardy jay
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One more needed!

tardy jay
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@severe elk im pinging you because your LC and this level just reached 10 votes so its a special level can you put in the "special level list" or whatever its called please

tardy jay
severe elk
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priority queue just means pay more attention to this level afaik

tardy jay
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👀

severe elk
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otherwise ladn of smileez would be sent fr

tardy jay
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Yeah lmao

tardy jay
severe elk
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it looks cool but like, how are you going to get up there and how will players know that

tardy jay
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I dont need a full review actually

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you do what you want lmao i got to blood hungry

severe elk
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its very confusing for me and the only way to get up there is with the jump zone on the left, but like this level is not singleplayer

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so im not really sure how the way to properly play it is

tardy jay
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Ok thank you for your opinion!

slim coyote
severe elk
tardy jay
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Not really begged but I asked like three of them if they could. AND they did under there free will

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I simply reminded them about this level

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👀

frail pecan
# tardy jay Sigismund I did, did i not?

Screenshot 1: You changed nothing here.
Screenshot 2: All you did was added some gravity fields here (and removed the moving dash rechargers for some reason). In my opinion this does not change the part in any meaningful way. What I want out of this part is for it to feel more alive like it used to. Back then the problem was that the movements were janky and unpolished. Now the problem is that there is no movement at all.
Screenshot 3: jawdrop

tardy jay
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Review your review🤑

severe elk
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screenshot 3 was jawdrop

frail pecan
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Smaller issue but it's an easy fix

tardy jay
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@frail pecan i fixed screen shot 3 and as i cant really change screen shot1 because i love it to muchgoobersmile . But i dont completely understand what you are saying about screen shot 2

prime wedge
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I think what he means for SS 2 is the entirety of the gameplay for that section is just jumping in a straight line, you aren't even incentivized really to move side to side. I dont think gameplay should be this simple, and if it is, there should usually be some insane level of decor to make up for it which is not present in that section. I also agree with Mat in that the beginning, while it looks super cool, still sacrifices gameplay in the name of decoration. With 8p and those rotating squares (+ the hanging pillar that people won't know they can pass through seen in pic 1) its going to lead to quite some chaos. I also think you should make an effort to close the section that was formerly used as a shortcut as it kind of leads to nothing despite hinting at a potential shortcut (pic 2).

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Overall I'd say this- don't be afraid to take some risks decor and gameplay wise- I feel like right now you're almost building obstacles that you know will work, and they do work. However, that doesn't lead to the best gameplay every time and can lead to the level feeling a bit empty gameplay wise. Don't be afraid to shoot for a more ambitious obstacle section and fail because when something like this does work out, like in your pirate course, it makes the level so much more fun! Good luck with changes!

tardy jay
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Thank you 😊

visual quartz
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500 messages!

tardy jay
tardy jay
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@severe elk What do you not like about the start gameplay wise?

visual quartz
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it just not super fun to play

severe elk
tardy jay
severe elk
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then u would know

tardy jay
severe elk
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#1467669190218485830 message
#1467669190218485830 message

tardy jay
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i changed that part

tardy jay
severe elk
severe elk
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its not meant to be singleplayer

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but it feels like it i think

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i didnt play the new verison tho

tardy jay
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You said this level is not single player

severe elk
tardy jay
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That is good

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Levels are not meant to be single player

severe elk
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the obstacle feels like made for singleplayer, this level is not singleplayer

tardy jay
prime wedge
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Yeah just very narrow, would not be optimal with people jumping around. Fine single player but add 3+ more and could easily fall out of jump zones

tardy jay
prime wedge
frail pecan
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I also said this in my original review #1467669190218485830 message

Screenshot 2 is a lot better now, it's still not my favorite part but it's better

tardy jay
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@prime wedge and @frail pecan does this work for you guys?

frail pecan
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Doesn't really change much in my eyes, the narrowness problem still persists

frail pecan
tardy jay
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@frail pecan i did

frail pecan
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Sorry but I can't tell what it is that you changed about the part

tardy jay
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Because I am

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Doing lots

frail pecan
severe elk
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you added a jump zone to the start but it doesn’t change the space to get to the next part gooberfrown

prime wedge
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The playability feels better, especially in the 1st picture attached which I think was biggest improvement. That being said, now that the gameplay feels a bit better I think the level is suffering from the classic "hold left hold right" phenomenon that is always talked about. There is one solid obstacle section that avoids this (pic 2) but I think at least 1 ideally 2 more sections have to toughen up in difficulty. On pic 3 I like the addition of the horizontal jump zones but the two pink squares on either side of the goober's head I could see creating some traffic jams.

tardy jay
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@prime wedge could you specify any specific parts?

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also @delicate shard has enough changed for you to review?

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@frail pecan same question to you and any other LC that want to

severe elk
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i think its a bit jumpspammy

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a lot of "obstacles" are just jump zones that are placed in different ways

tardy jay
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Probably not goobercry

delicate shard
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just check my recent messages on this thread please?

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If you want a detailed review again I can give you one but it won't be kind

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Otherwise its just perma rejected until the layout is better

tardy jay
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But thanks for replying anyways!

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Means a lot 🥹

delicate shard
tardy jay
delicate shard
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yes

tardy jay
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Wow great to hear!

tardy jay
delicate shard
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Ok I write

delicate shard
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as I said when it released, this level is really promising and had lots of potential. i believe you have now maxed out that potential, atleast on this layout. many obstacles have turned a lot more alive, refined and creative compared to earlier versions. the parts & ideas themselves are perfect now imo and you shouldn't change them.
unfortunately, i can't actually send this level: multiplayer always acts differently than singleplayer, and its important that a level is made FOR a multiplayer race setting in mind. straight lines, which 80% of this level is plagued by, are the polar opposite of that. when looking at the race-line, it is LITERALLY straight. there is no extension to the skill ceiling, it is exclusively holding a/d. additionally, falling back far enough makes it impossible to win, as you can't use good movement or map knowledge to your advantage. i'm aware you technically have some ascension parts, but the skill ceiling there consists of the small difference in jumpzone speed, which is not enough to make a level feel skillbased. we've seen this kind of layout in older uncertified levels before, and they have always been pretty random. sorry, consider this the actual final review I give you on this layout

tardy jay
tardy jay
delicate shard
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i suggest making a brand new level if you want a new layout, I don't think you should do either of those two just because I said I dislike the layout enough to not send it

tardy jay
tardy jay
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@prime wedge can you specify the specific parts please

prime wedge
# tardy jay <@684619591455997963> can you specify the specific parts please

theres no specific parts that are horrendous, in fact theyre all solid individually, just most of them don't have obstacles. idenitfying them would be identifying a majority of the course here. all of these sections DO work individually but when combined, they lead to a lack of obstacles. any part where you feel like you're just jumping qualifies and could be changed. This gameplay is fine in and of itself but when it is a majority of the map a few obstacles could probably be added

tardy jay
#

@prime wedge can you review please

winter sparrow
tardy jay
#

Only time in the WHOLE week

tardy jay
prime wedge
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Pros: I like the new handheld gravity fields and the animations add a level of aliveness to the level that it previously didn’t have. Cons: i should’ve specified on this when I meant it’s kind of like a hold left hold right type of ordeal: yes animations you added and arrow do help. But there still needs to be at least 1-2 more ways to die right now. Theres only really one obstacle that takes avoiding saws/spikes into account still. I think you should buff at least one of your current obstacles to make it harder to pass without dying. Whether that’s something like shooting asteroids with spikes on them, making the rocket ships easier to die to, or adding some spikes throughout I’ll leave that to your judgment, but I think staying in theme with a new obstacle or two would help push this over the edge

slim coyote
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eh i don’t think the map is that good or that bad

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it’s not something i would send but i wouldn’t be mad if someone else were to send it

tardy jay
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@prime wedge does this work for you?

tardy jay
#

@prime wedge today’s the day to send it!

prime wedge
#

Pic 1- These circular pathways I think are too narrow for many players and Pic 2- I still don't like this platform here, very confusing for newer players. These two are my biggest specific gripes with level right now. The new large pink obstacles (comets?) look good and are now playing better slowed down. However, one quick thing: your level is called Pink Goober Planet. I see a lot of pink. The Goober aspect is also fantastically incorporated. But with these edits I'm starting to see less and less planet. I would love more planet/decor especially with some of these newer obstacles. A lot of them have either planet theme (the circular jump pads that are too narrow) or good gameplay but are just a bit barren (the new pink obstacles you added)- I would love to see a mix of both throughout!

prime wedge
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Pic 1- These obstacles in my opion (bottom left) would work a bit better if angled more towards the left. Right now they are tilted a bit to the right, which means players who fall off them / miss them will have this awkward little phase where they try to climb back on the obstacle and then fall. I think if they're mirrored with this tilt to the left instead of the right, players could survive a bit better. Pic 2- Although you added an arrow and changed the architecture I'm still just not a fan of this platform here to be honest. You did what you could to signal that it's passable but I still think many are going to be confused by it

severe elk
# tardy jay I just made it wider

The starting section with the jump zones is a little better because of the extra jump zones, but they're all placed in the wrong spots gooberfrown It's still super confusing what the intended path is and I don't think 16 players will fit well in it. I think something that goes directly into the checkpoint rather than around it would make it much better goobersmile

#

Ultimately I think this level still falls into the up/left/up/right pattern after the first ascension after the start. I like how the ascension areas have been buffed to try to avoid it but it really just makes it feel more claustrophobic than it should.

tardy jay
tardy jay
tardy jay
prime wedge
# prime wedge Pic 1- These obstacles in my opion (bottom left) would work a bit better if angl...

Im realizing as I'm writing this I probably explained pic 1 above poorly. I think the tilt/angle should be like attached in pic 3, so that missing the square doesn't lead to falling. I also think it should be slowed down and the overall line the squares travel should be flatter. After rereading my explanation, this is completely on me for explaining rather poorly. Pics 1 and 2- Honestly there are sections of this level I really do love which I why I've reviewed it so much, but at this point certain sections are really a lot better than others. The two I've attached I really love a lot, but I'm almost wondering if you've hit a road block with other parts some of the other parts / if rebuilding the level anchoring on these two parts could help you brain storm? The rest of the level isn't bad at all it just seems like you're a bit constrained on improving it right now due to the layout, but I really would like to work with you to make this work- def would love this in game eventually even if it takes a bit more editing!

tardy jay
#

@prime wedge I’m finished!

prime wedge
#

Can give more specific feedback for this one. Pic 1 you did change well angle wise in theory but the angle still feels very weird gameplay wise here. Like if a player dashes they lose all momentum. I would try playing with angles and find one where dashing allows players to keep momentum rather than kinda come to a stop. Pic 2 imo what this level is missing- you have these two or three sections with floating jump zones and spikes. While they look nice there’s minimal gameplay, that is, the spikes done do much for anything. I think adding some moving obstacles to one or both of these sections would be extremely helpful for this level as a whole.

tardy jay
#

600th message! goobercry goobercry

raw ferry
#

Yeah

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i got sub 50 😄

tardy jay
#

@signal chasm

visual quartz
#

I think this level has been slowly getting worse with each review. Not that Each review is bad, just that the parts keep devolving into parts that feel like they are each from a different level. The only consistency is the amount of jump zones and the goobers in the background. I think if you really want to give the level it’s final push to make it great, i’d try to make the parts seem cohesive, like it’s a level that was made to be a level. The individual parts are fine but looking at the level as a whole, it feels messy. The only part imo that isn’t great is the first jump zone part after the very beginning. It doesn’t flow well, it’s super confusing, and I just straight up don’t like it. I don’t think you should try to fix it, I’d just completely scrap it, maybe use the rotating jump zones again but make them easier to jump to/easier to follow. The rest of this level is great, just needs to seem like one level, not a bunch of short levels combined. I don’t really know how i would do it, but that’s up to you. Good job and Good luck . @tardy jay

tardy jay
visual quartz
#

Not what i was saying

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at all

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the parts themselves are getting better

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but the level doesn’t feel cohesive as a whole

tardy jay
visual quartz
#

Ok, your level, your opinion.

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I just dont like the first part

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as with a lot of other people

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it just feels weird to play imo

tardy jay
#

@signal chasm

tardy jay
#

96 days 💀

tardy jay
#

Making sure this does not die

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@prime wedge

severe elk
twin oar
#

i think it died

tardy jay
#

I dont really think skips are nessisary here

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@signal chasm and @prime wedge could you try to find time to review this sometime soon?

severe elk
#

adding the blocks in the spinning jump zones is nice obstacle but i think it will play more tedious in this situation

winged silo
#

Maybe try something completely new for the start then?

tardy jay
#

No but fr I think the start of this level is my favourite trial in of of Goober dash

tardy jay
#

To me it’s really just design

winged silo
#

Ah

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I’ll try to think of something

severe elk
tardy jay
#

I gtg to sleep Gn

severe elk
tardy jay
#

Good night!

severe elk
winged silo
#

I just want to remind you, the start of the level has every player in it, so it cannot have too much stuff because it can easily become chaotic fast