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Its very interesting to search for ways to skip though and the skips are quite enjoyable to try.
This track is just made for masochists.
The track was designed with quick reaction time in thought, and other skilled players who have completed the track stated that the obstacles and transfers were spaced out enough to provide enough.
I beleive the main area of challenge always comes from the corruption esc section, which I admit has some major faults. But I see no reason to update such an old track mechanically.
The level is also far too long for its own good. A level that is extremely difficult and challenging should make up for it by being short, as to not frustrate a new player. Even if this level was incredibly easy, it would've been super boring simply down to its length. Even by perfect standards the level takes upwards of 4 minutes to finish. That is WAY too long for a challenge track. In addition it leads to an excess of repitition. The challenges quickly start repeating and you just find yourself going through the motions instead of having fun.
I'm sorry, but this is the very hallmark of bad level design. You can make things fun and extremely challenging without adding in a ton of artifical difficulty, which this level has way too much of. Great visuals, but the obstacles and trick sections are extremely poorly designed.
However, the obstacles and trick sections are all a case of memory challenges rather than dexterity challenges. The vast majority of obstacles show up way too fast for anyone to have time to react to, forcing you to replay the level a ridiculous amount of times to memorize it by heart. There is no true challenge to this level at all as it's just a matter of a grind to learn and master the level and then you can forget about it.
This process is made 100 times worse by the extreme sparsity of checkpoints, forcing you to replay very long stretches of level just to practice a single obstacle.
Continued in next comment.
PS - I took 16 minutes to finish it (Don't judge me ;P) .
Truth be told you did deserve something better than a shitty 3/10 for your track! In the end, try always to give players visual cues for the obstacles or a "one-two" learning section, your tracks will stay great!
I don't mean to sound like your bad at the game or your advice wasnt helpful. I'll end up putting all this information to good use when I make another track. But since we cant reset leaderboards without reuploading the track It seems to late to change anything major. Expect some slight improvements on that first virus turn and potentially elsewhere.
I ended up aiming to balance the track around what I was looking for in a dificult track up until my first track testing. Trust that those transfers used to be more evil. In fact the downwards teleporter section used to be completely broken for others, not sure how I managed it. My main goal was to make a transfer heavy track. I think there are enough breif breaks in it for it to feel manageable.
6- I absolutely LOVE the "ending" of the track ;)
7- Long corridor with the extremely fast saws, lasers and obstacles in the middle: very nice! I'd say the first obstacle has that small gap in which you can wiggle through, maybe if you swap the second one with the similar object but horizontally flipped, would be a nice implementation of a slalom section! Just my 2c.
Looking forward to playing your future tracks!
3- your first section that forces the player to tilt the car in order to stick to a track that goes down: the distance between the track the player comes from and the vertical track is a bit too high for my tastes. Also, the "stuck" purify section object could use some bright yellow arrows pointing down to let the player know they should use Grip to stay on the track!
4- the "ruins" section after this one, accessed via a portal placed in front of a giant "purifying symbol" is nice, but the maneuver to jump up to an upside down track and then an obstacle you need to jump with Grip on feels a bit too tight. Probably because there's enough track to wait and jump too, causing that second obstacle to come up too soon
5- The purifier that comes after this has no indication of where its track is, but since it allows you to fly its just mildly annoying.
Man, you deserve genuine feedback from your work. This is a really good track, fun to play and with a few nice surprises thrown in!
Its not perfect but its one of the best tracks I've played so far. I do have a few observations to make:
1- your first infected zone (after the first purifying section) has extremely tight jumps and obstacles. Nothing terrible but they are kinda frustrating, especially since behind the first set of infected walls popping up you can't really tell you'll have to jump to a wall track, forcing the player to die because they can't see what's coming up.
2- I love the ramp on the purified zone that lets the player go through a building with a heatsink. Very well implemented!