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Post by RFMX on Mar 1, 2021 7:13:14 GMT -5
Here are some clarifications for the points I made.
Spam section Okay, I have checked other levels that also uses Highscore, and they seem to have used a similar wave spam too. What I mean is that these spams are very linear. Yeah, it fits well with the repeated notes in the drop, but most players who can jitter-click or spam at their full potential will make their input so fast they do not line up with the notes. I think that spams should be sparingly used. IMO 5% is already a bit too much for a level. I know levels like Quick Brown Fox has literally minutes of spamming, and lots of levels have spamming in their levels, but spam is essentially random rapid clicks, which is very hard to sync. Many levels can make do without this type of gameplay, so I think although harder, Highscore gameplay should also be able to be spam-free.
Orb combos Orb combos in RobTop's levels are okay because:
- the icon frequently land on platforms (pads don't count because you have no control on where to take off again)
- the orbs have varying height - the orbs are mixed together, such as yellow and blue orbs, blue and black orbs, etc.
Clubstep is relatively worse in terms of this, but in RobTop's defense, it is made in an earlier version, so he has less to work with. Also, RobTop's levels aren't excellent in gameplay either. If you have heard of the legend of BugLocked, you will know what I mean. Orbs are susceptible to causing bugs, so use them wisely.
For the length, except for the loooong orb section in around 60%, the longest orb combo (including pads) is 24 tiles in normal speed, while your is around 45 tiles in double speed. FYI the so-called double speed is slower than 1.5x the normal speed, let alone 2x. That section of orbs is much longer than what RobTop has in his levels.
Triggers for mini coin You have the pick-up function in 2.1, which allows you to utilise the hitbox of the coin instead of using a full-tile trigger. It functions roughly the same, but the thing is the collection of the coin is a signal of whether that is counted towards the total. Therefore, it is best to make sure that you activate that toogle trigger if and only if you collect the coin. Deadlocked and Geometrical Dominator are built in 2.0 so they cannot use that, but you can.
Fireball speed Changing the time for the fireballs to move from 3.5s to 2.2s does not make the layout less readable. This is because you added arrows signifying the path, and also the position of the monsters telegraphs the appearing position of the fireballs. Both of these assists readability so you have more wiggle room in decoration.
Syncing ship sections Ship is the hardest gamemode to sync, yes, but that does not mean it is impossible. im god by wless, though is basically holding, syncs well. The first ship in Idols syncs quite well. (I just looked at it so feel free to tell me it sucks in sync)
The trick to ship sync is to take advantage of ascends and descends, and utilising nudges of the tunnel for a separate input. You don't need the exact input to be placed at the note, but the ship should move according to how the song progresses, for example when the song builds up, you can make the ship go horizontal or go up a slope with help of extra ship portals to move the frame. Forcing players to go up/down slightly also helps stressing an important note of the song. However, what I see is that creators often bypass the problem of syncing ship by simply making it short, and letting the player to hold and get an arc, or just add straightfly.
I think the ship sections in TOE2 are very cool and syncs well so you can look at them.
8% There's no problem there. It's just that some people may complain about it, so I don't think it's the best choice.
If you have any other problems, feel free to ask.
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Post by Jackattack on Mar 1, 2021 21:44:03 GMT -5
So sorry im kinda late ive had a lot of irl stuf so thats whhy I havent beeen checking the fourum, Alot of stuf RFMX saod i think to and some things to add on to what they said…
~Gameplay~ 8% was very annoying for me as the dash orb into the (kinda) blind jump was pretty hard for me. Bossfight: I liked how the fireballs shot out with the music, it made me thing of a machine gun firing a lot of shots.
~Deco~ I dissliked the floating particals. If you were to keep thwm, try adin small movements too them and changing color annd or opaciitfy and add veriety. (what does the LDM even do?)
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Post by mds62 on Mar 1, 2021 23:26:05 GMT -5
So sorry im kinda late ive had a lot of irl stuf so thats whhy I havent beeen checking the fourum, Alot of stuf RFMX saod i think to and some things to add on to what they said… ~Gameplay~ 8% was very annoying for me as the dash orb into the (kinda) blind jump was pretty hard for me. Bossfight: I liked how the fireballs shot out with the music, it made me thing of a machine gun firing a lot of shots. ~Deco~ I dissliked the floating particals. If you were to keep thwm, try adin small movements too them and changing color annd or opaciitfy and add veriety. (what does the LDM even do?) The LDM removes the particles that you dont like
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Post by mds62 on Mar 2, 2021 2:28:31 GMT -5
RFMX ok. I understand you said. And mostly agree. Only thing i wanna say is, the last cube section has no bugs despite the "overuse" of orbs. The orb timings are very flexible. No matter how earlynor late u hit the orb, you wont die as long as u hit all the orbs. I took extra care in properly play testing oevel ending as a bug in the end is really annoying.
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Post by RFMX on Mar 3, 2021 4:11:01 GMT -5
RFMX ok. I understand you said. And mostly agree. Only thing i wanna say is, the last cube section has no bugs despite the "overuse" of orbs. The orb timings are very flexible. No matter how earlynor late u hit the orb, you wont die as long as u hit all the orbs. I took extra care in properly play testing oevel ending as a bug in the end is really annoying.
The reason why I don't think long orb combos is preferable is that in most cases, you get more control staying on platforms or the ground, so it is better for constructing gameplay. If the orb section is playtested and fine-tune[/font]d, sure, it would not cause frustration. But consider that you are not aiming to make bug-free gameplay, but interesting gameplay. Long orb sections can easily fall into the trap of repeated patterns and monotonous gameplay. I mentioned in the first post that this part isn't lacking consistency, but lacking variety. This is because the blue orbs are placed in the same height, causing the icon to have little vertical movement, which leads to the feel of boring gameplay. In a nutshell, that section is not buggy, but instead, it's not fun. Hope this clears up stuff.
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Post by mds62 on Mar 3, 2021 4:51:19 GMT -5
RFMX ok. I understand you said. And mostly agree. Only thing i wanna say is, the last cube section has no bugs despite the "overuse" of orbs. The orb timings are very flexible. No matter how earlynor late u hit the orb, you wont die as long as u hit all the orbs. I took extra care in properly play testing oevel ending as a bug in the end is really annoying.
The reason why I don't think long orb combos is preferable is that in most cases, you get more control staying on platforms or the ground, so it is better for constructing gameplay. [/font]d, sure, it would not cause frustration. But consider that you are not aiming to make bug-free gameplay, but interesting gameplay. Long orb sections can easily fall into the trap of repeated patterns and monotonous gameplay. this [/quote] Its not just continuous orbs. You oand on jump pads or ground like 4 times in the last 20%(if u dont go for the coin). Also, how is it monotonous? The orb spam at 50% of hexagon force is way more nonotonous because there are only 3 types of orbs thought the section and it too has all the "problems" that u said.
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