CYBERSHIFT v.4.5 [New Art]

Im Gonna Make A level >:) Warning it will be quite hard

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Also @PixelDoodle do you plan on making multiple gamemodes like Robot or Ship or Cube or Wave?

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But that’s too small

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Nope. Not at all.

Have u beaten my level yet I play tested parts of it but never did the whole thing

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Well since I can’t just go to croatia… Maybe best coder in all of the world instead! that has to outrank him >:)

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This game is mainly centered around GD ball

It took 12 days to reply but here’s your proof.


And just to brag

@danger_kitty Have you beaten your own level COMPLETLY YET?!

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So…I have an updated version of the game with an EXTREMELY HARD new main level. I decided to release it just cause music is still in the making. (I have Fields, Runner and Forces Music done.)

The levels is hard a heck. (Which makes its name ironic.)

(@Sarge, forget test me. This is your next challenge.)

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Alr, @PixelDoodle (I keep on posting my levels on this topic 4 some reason), before I launch Souleat, I decided to build a new community level that uses an overuse of speed: BLASTOFF.
(It was meant to be a demon, though I just clicked the insane icon for some reason)

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3200 level points?!
unlocking this level (Dreams) would be considered virtually impossible for 95% of gamers internationally.

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BTW the music is in a different version.

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Well, I tried the level and I have a few things to say. I don’t want you to take this personally or anything, I’m just providing my opinion on the level, but it wasn’t very fun playing it. :frowning:

To try and explain it, I’ll summarize some points I’ve conjured up about the main weak-points of this level in hopes of you reworking it. So, to begin, the level is designed in a way where it’s mainly only annoying, not very hard. For example:

  • The level starts right before a spike wall, which you have to narrowly avoid every time you play through. About 80% of my deaths can be ascribed to those spikes since you just don’t have time to react
  • The level introduces a bunch of new mechanics at once. Standard game design protocol is to slowly ease the player into new features, by adding them in levels and making levels that focus on one feature. An example are the pass-through walls. I thought this was going to be a fun feature, and that the level was going to focus on them, but it didn’t, which was a missed opportunity
  • Janky hitboxes make the narrow sections super infuriating.

Basically, this looks like it could be a really fun and challenging level, but I wish it was a bit better designed (no offense, I still appreciate your level making). I hope you’ll implement some of the stuff I pointed out :slight_smile:

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Thats how hard it is.

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None taken, I’ve had my times when I thought about redoing the level. I’ll say a few things though.

  1. The spike wall at the beginning is a warning on what your about to do.

  2. The pass through walls were just a short demon level thing. The level is mainly focused on the HYPERSHIFT portal.

  3. The hypershift section is supposed to be as annoying as it is. (I’m not saying it’s great and hitboxes make it worse, but i’m saying it’s tough.) The level is BEYOND demon anyway so anything I do is either going to annoying or raging.

Anyway, thanks for the feedback. I get what you mean with the narrow sections and the gameplay. And I’ll bump the annoyingness down a few notches.

(I’ll also TRY to rework the pass through blocks to have more attention but, No promises.)

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Thanks for accepting the feedback!

Yeah, but it’s still not very welcoming. Even some older GD extreme demons I can name like Bloodbath and Silent Circles give you at least half a second of space before throwing their first obstacles.

Also this, I used to have many points in my saves in older versions of the game, but now I have to rebeat levels to gain the points :confused:
This makes it kind of tedious to even attempt to beat the level, let alone do it

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Ok yeah, I get the spike wall. And I wish the level points still saved. I had like 200 thousand :sob:

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I dunno, based on what I have seen in the tilemap, it doesn’t seem so bad

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Owie ouch

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Looking at the tilemap and playing are different, have a go first, and I tell you you will change your mind (about how hard it is)

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