Post by kingisthegreat on Jan 9, 2024 4:14:42 GMT -5
Make a level on the UI 2.2 trigger! I will rate it, whoever wins, gets my pleasure, put your level id below: here are the rules/basic knowledge you need to make good level:
This is a example of a level.
Level Title (example of a level): Fractured Reality.
Theme: A platformer experience warped by glitches and malfunctions, mirroring the player's fragmented memories and perception of reality.
Storytelling: Hidden messages triggered by UI presses throughout the level slowly piece together the story of a character struggling with a fractured mental state. Each fragment reveals a distorted memory, leaving players to connect the dots and understand the protagonist's internal conflict.
Incorporating more things:
UI Maze with Layers: Build upon the maze concept from other levels, but add multiple UI trigger interactions within the same wall. Pressing one might rotate the wall, another might reveal a hidden path, and a third could teleport the player elsewhere. This creates a
complex and dynamic maze that demands constant attention and experimentation.
Gravity Shifts with Timing: Instead of simple gravity flips, tie them to UI trigger presses with specific timing requirements. This forces players to strategize their movements and react quickly to maintain control in shifting environments.
Speed Boosts with Consequences: UI triggers activate bursts of speed, but with a twist. These boosts might lead to hidden areas with extra challenges or trigger platform malfunctions that require precise maneuvering. This adds risk and reward to utilizing the speed mechanics
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Platformer Integration:
Glitch Platforms: Implement platforms that flicker and disappear upon touching UI triggers, forcing players to jump at specific intervals to maintain their progress. This adds a rhythmic element to the platforming and emphasizes precise timing.
Mirror Maze Sections: Create mirrored sections activated by UI triggers, where obstacles and platforms appear mirrored on the other side. Players must utilize the reflections to plan their jumps and navigate through these confusing sections.
Boss Fight with UI Integration: The final boss encounter uses UI triggers as attack patterns and puzzle mechanics. Pressing specific triggers might temporarily stun the boss, reveal weak points, or activate platforms for strategic positioning. This creates a dynamic and interactive boss fight that tests both platforming skills and UI understanding.
Additional Twists:
False Endings: Reaching the apparent end might trigger a UI animation that distorts the victory screen, revealing it to be an illusion and plunging the player back into the level. This keeps players engaged and subverts expectations.
Collectibles with Hidden Lore: Scatter hidden collectibles throughout the level, each revealing a snippet of the character's past through UI messages or short cutscenes. This adds depth to the narrative and rewards exploration.
Another level idea:
Example Level Title: Echoes of Illusion.
Theme: A mind-bending journey through a labyrinthine dreamscape, where reality and illusion blur.
Storytelling: Through UI messages and brief cutscenes triggered at key points, the level unfolds a narrative about perception, questioning the nature of reality and the player's control over it.
Challenge and Surprise:
UI Trigger Maze: The level features a seemingly straightforward maze section. However, touching UI triggers hidden within specific walls alters the maze layout, revealing hidden paths, shifting platforms, and even teleporting the player back to the beginning, creating a disorienting and challenging puzzle.
Gravity Shifts: UI triggers strategically placed throughout the level switch the gravity direction, forcing players to think in unconventional ways and adapt their reflexes to navigate upside-down sections and vertical challenges.
Speed Manipulation: Touching a UI trigger can suddenly boost the player's speed, launching them through high-speed segments filled with obstacles and requiring lightning-fast reactions.
Illusionary Platforms: Stepping on specific platforms triggered by UI will reveal them to be illusions, causing the player to fall unless they anticipate the switch and react quickly.
Animation and Sound:
Triggering UI activates animated objects like floating text or holographic arrows, guiding players through the maze or hinting at hidden secrets.
Touching specific triggers triggers unique sound effects, emphasizing the changing environment and creating an unsettling atmosphere.
Additional Twists:
Fake Endings: Reaching the seemingly final portal triggered by UI might teleport the player back to the beginning, revealing the level's true complexity and demanding further exploration.
Secret Rooms: Hidden UI triggers unlock secret rooms containing bonus collectibles or lore-revealing cutscenes, rewarding observant players.
Max Level Usage:
The level utilizes the full potential of the UI trigger system, combining multiple effects and interactions to create a truly dynamic and unpredictable experience.
Layers of UI triggers create intricate puzzles and challenges, demanding mastery of the mechanic for completion.
Overall tone: Echoes of Illusion aims to be a masterclass in UI trigger usage, offering a thrilling blend of challenge, surprise, and narrative, challenging players to question their perception of the game world and pushing the boundaries of creative level design. Remember: This is just a concept, and the level's specific visual style, music, and other details can be customized to create a truly unique and engaging experience. I hope it inspires you to explore the boundless possibilities of the UI trigger in Geometry Dash 2.2!
Add, animations, too.
And, in platformer mode.
Overall, make the best level you can!