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Post by Deleted on Jul 24, 2016 8:28:51 GMT -5
I'm refering to the fast transitions as in Reanimation (drop), and Deadly Impact (pre-drop).
I really don't think they are considered as good gameplay, heck, IMO, they are tad annoying. For me, good gameplay is like a ship part with lots of flying up and down, tricky tricks, and not just straight flying or litterally just memorization.
I don't know why, but people don't complain about slow transitions (aka "bad" gameplay) on 1.9 (and below) levels. 2.0 levels however, some might complain so.
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Post by on Jul 24, 2016 8:32:33 GMT -5
i dont like both slow and fast. imo good gameplay is like not confusing with the background, memorization only at the right time, few trolls, and more common sense so basically, we need opinions
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Post by TheDotGamer on Jul 24, 2016 8:50:40 GMT -5
I actually really like rapid transitions. But if you make a 2 second auto part with 3 useless transitions you are overdoing it. Fast gameplay needs less transitions to be fun and slow gameplay needs more transitions.
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Post by Ezel on Jul 24, 2016 9:07:54 GMT -5
Depends on the level.
If a transition is too fast and you have barely any time to react and it takes some attempts - it's bad gameplay. If a transition teleports you to a segment which you couldn't imagine and you die - it's bad gameplay.
If you have some time to react, it'd be fine.
Also I hate mirror portal spams. I know they are sometimes used as transitions, but spamming them makes the gameplay annoying, especially close to an obstacle. It's a common problem in old levels.
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Post by LuMaIchArgI on Jul 24, 2016 9:18:26 GMT -5
Rapid Transactions= Paying With Credit Card=Good Gameplay?
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Post by xefroscalene on Jul 24, 2016 10:25:29 GMT -5
It really depends. If they're all good transitions, then it can be fun, but if they're really finnicky and buggy, then it's not fun
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Post by Deleted on Jul 24, 2016 10:45:42 GMT -5
It depends. You can have fast transitions and really cool gameplay, but you can also make bad gameplay with them
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Post by TheEpicLucas on Jul 24, 2016 11:08:55 GMT -5
Is your question if that is good gameplay or if it is BETTER gameplay than without it? Because I like that kind of gameplay, but it's not necessarily better.
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Post by emdixon095 on Jul 24, 2016 13:01:40 GMT -5
Well, of course. With rapid transactions, you can buy multiple copies of GD at once, or download and pay for 400,000 Minecraft accounts in a minute. All jokes aside, rapid transitions can be good if it isn't too unexpected.
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Post by ·Goosey· on Jul 24, 2016 18:07:49 GMT -5
Rapid Transactions= Paying With Credit Card=Good Gameplay? Geometry Dash will have microtransactions in 2.1 to make the gameplay better ROBTOP EXPOSED On-topic: I find fast transitions kind of annoying
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Post by JumNyum on Jul 24, 2016 21:28:21 GMT -5
I'd personally say good game play is something that keeps you on the edge of your seat and is very fun. It shouldn't be buggy either. Something like Airtime by Nasgubb. Personally i find those quick transitions like in reanimation, and confetti, very fun gameplay
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Post by Mechanguis on Jul 25, 2016 3:55:53 GMT -5
No, I don't really consider them to be good gameplay. Rapid transitions like those in Xaro's levels or Reamination go way too fast to be able to anticipate all the obstacles so it turns into memorization. Not to mention that a lot of the transition portals move the camera around a lot, making it very disorienting to play.
Rapid transitions are good though if they are done like in Tama_N's levels where they're pretty fast but there's enough time in between the tranitions for the player to adjust.
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Post by Deleted on Jul 25, 2016 7:32:57 GMT -5
Rapid Transactions= Paying With Credit Card=Good Gameplay? Fook. I just realised that :/
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Post by Pred4tauGD on Jul 25, 2016 8:22:10 GMT -5
They only make good gameplay if done well. The gameplay actual isn't as different from normal gameplay as you would first think for a lot of the rapid transition gameplay. After all, quite a lot are just jumping in different modes whereas other styles where you use each mode for a short period in it's unique way can be quite different to normal gameplay. I sort of prefer this method. People have different preferences. I find that if there is reasonable variation in tap length then I like it
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Post by WillFlame on Jul 25, 2016 8:27:22 GMT -5
I don't really like them in the examples you mentioned, the portals are simply too close together to incite much gameplay. I'd much rather have at least as much space like in TamaN's Ginseng, which is probably the minimum before it starts losing its fun.
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