COIN GUIDE:
1st Coin - 0:13 (15%) [Trigger - 0:06 (5%)]
2nd Coin - 0:51 (68%) [Triggers - 0:41 (49%), 0:42 (52%)]
3rd Coin - 0:59 (81%) [Trigger - 0:57 (78%)]
Level Song:
"Include IOStream by Manteex (Hard 4*)"
can thanksgiving break just fucking be here already i'm going to pass out from tirednessitude
Anyways, yay a fucking familiar name as a daily, and not in the negative way. That's always nice. So let's proceed to System.out.println() some feedback.
Yeah so there's those contrasting random objects around the place. While they aren't exactly appealing, at the very least they didn't become a fucking eyesore. It's just that some of the randomly colors objects didn't really mix well with the overall color theme, and when they did then there's other randomly colored objects that fucking popped out a bit, but nothing fucking blinding at the least.
Considering the fucking past with easier levels, we definitely could have got something a lot more unengaging. Again, while not the most dynamic thing I've played through, there were some obstalces that extended near the halfway point which did force some movement, albeit a very very small amount.
Maybe some minor tweaks to overlay and background placement/opacity. Some midground aspects seemed a bit too frontward, and the solution to that is just fucking lowering opacity and stuff. As for overlays, it's just a matter of timing so that the most open gaps in the overlay objects occur during crucial gameplay moments like a transition or tapping an orb.
The coins actually had fucking question mark indicators. Yay for that. Even without external help, the prerequisites are fucking clear, and all you need to do is do the fucking thing. That's all it takes for a good enough coin.
There isn't even a need for a spike ceiling nor a spike floor because the gap are fucking covered by just obstacles and gear decoration and stuff like that. That's the optimal layout, disregarding what the actual decoration is like. This eliminates the problem before it's even a fucking problem.
And that's about it, I don't really have much else to talk about here.
and I just fucking remembered one more thing after publishing. But the switching between pixelation and normal arrows was a nice little touch, and the glitching effects were actually done in a way that doesn't give you a fucking seizure. So that's another plus.
ok now i'm really done
#geometrydash #dailylevel #includeiostream
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