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Progression based on trial & error / luck is not fun. Also the long tube at the end didn't make sense until I did some blind platforming and magically got to the end somehow.
As for the zero gravity at a incorrect checkpoint, that's a bug with checkpoints where they use the gravity setting from the first trigger since the last checkpoint instead of the last trigger. There are ways to get around this, but this track was built before I knew of the details of bug.
I'm glad I tried it but I wont be playing it again.
I also really had issues with the gravity fields lifting you towards planets. It seemed completely luck based if you would reach the planet before crashing and It was guaranteed that youd crash when reaching the planet.
One last thing is the length of the level starts to cramp up your hands on the controller which is frustration. A level's too long i you need to take a break halfway through.
Other than the difficulty issues it looks really nice and well done.
I imagine you sitting at your desk, designing the level, thinking to yourself:
"Should I just use teleporters?"
...
...
...
"Nah, that's too easy. Let's use interplanetary beams."
Sometimes you explode when you're not lined up perfectly, but when it works it's sooooo cooooool
Normal acceleration brings you to boost speed, flying beats boost speed, and boosting brings you super sonic ._.
I even tried driving slow, after figuring out that there's not only zero gravity but also zero drag so you keep your speed for a long time before it's gone on it's own but then became jumping an issue and keeping moving in the right direction which requires flight but flying there for 5 sec brings you already to boost speed x.x
And the first section of the track was flickering like hell for me, no idea why, even the tutorial instructions were flickering...
Still, the design is very creative and I really love the idea of different worlds and going from one to the next, the transition between them just needs some tweaking :D
Also yay for 1k char limit...
As great as the level design is though, it has it's annoyances. The biggest are the space elevators which seem to have an 80% chance of killing me, either instantly by smacking me into whatever's above or shortly after because I was thrown completely off.
Maybe they'd work better by using warp bubbles to reorient the player and then boost them up?
At a few points is the guidance where to go sadly pretty bad, the re-occuring case of this are the paths up to the elevators which do a T split at the bottom and a T merge at the top, meaning that if you go straight you go backwards right away.
They should have some arrows floating at the top so you know that you shouldn't go straight.
The bigger guidance problems are the gears world, unless it's intended that you find your own way instead, since that one feels extremely difficult to me.