Cybershift community levels!

Oh @PixelDoodle

The shear amount of levels you submit on a daily never ceases to amaze me.

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Yep, I’m a god at level design @PixelDoodle

Well…i wouldn’t say GOD at level design.

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TO @Taser (Don’t read if you’re sensitive)

Also @Taser , Can you stick to adding mechanics to your levels that are ALREADY in the game instead of making your own? I mean, If you wanna make your own version of the game, go ahead but, right now, I feel like you’re trying to make the game your own. I normally add community levels that take use of mechanics i wanted to add but never got around doing. But yours are just…well…there.
With all this said. I’m not trying to diss you or your levels but, i’d say you need to work on making your levels actually easy to see what your doing, Dial down the use of custom mechanics. And maybe dial down the uses of putting speed orbs all over the place.

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Wow! Looks Great! I would add this but…Im legit editing Cybershift right now as im typing this. (With some big stuff :wink:)

Im just being pelted by posts.

Wait what…. This can’t be copied and pasted?

Nvm nvm, just do it (are you using the v14 link?) @PixelDoodle

I shall release my custom level DESTROYER Tomarrow its either gonna be a Insane or Demon or a new rank simbol

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Nope. I already added a bunch of new stuff in my version (10.1) so all your levels are just there. sorry.

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My levels? (btw, check Souleat, will you please? A friend supernerfed it by making a lot of spikes walls and therefore useless)

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BIGGEST UPDATE YET? This sounds like Cybershift’s version of 2.2.

r u going to keep that screen shaking block and the custom icons I made @PixelDoodle in 10.1

@PixelDoodle plz don’t mind me adding levels before v10.1 comes out, but…

(is it possible to copy and paste a tilemap?)

The screen Shake block isn’t in the version i’m using. Neither are the icons

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To answer your tilemap question. I don’t think so.

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Darnit

@PixelDoodle I added a level that has been said to be harder than Souleat.

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Yeah, this is just impossible. I know for a fact you did not playtest it, because you’d know it’s not playable. Sorry man, but the point of the game is to have fun while playing, and smashing your keyboard after spending 10 minutes and over 100 attempts to not even pass 5% of the level isn’t fun.

It’s not easy making a good hard level, but it’s not just about chaining a bunch of extremely difficult gauntlets together. Especially when they’re very difficult because they abuse poorly designed game mechanics. The rule of thumb when it comes to designing levels for a game like this (GD-esque) is to make sure every mistake feels like it’s the player’s fault. For example, on the staircase at the start, I try to press to shift but since the game can’t quickly register presses, I spent half of my attempts trying to make that jump.

Now, not to say levels can’t have a harder section (aka a choke point) but when the whole level is a choke point, it loses all meaning, and goes from a challenging level to a really annoying recent level.

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