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- http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=302258229
- http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=182151145
Add some gameplay right at the beginning to make the long stairs earn their keep. Also consider making them go down instead of up so we can enjoy the view.
Make the goo maze flat on the floor with a wider aisleway. If you think this is too easy, add a jump.
Make a quick exit once you get the blue cubes, so the player doesn't have to do the same frustrating puzzle twice.
Only have one goo maze. Trust me, it is enough.
Consider adding a secret area accessible with red cubes somewhere. A little wit would be a really fun thing to add to all those red cubes.
The problem is that there is an unhappy mix of too easy beginning and too hard ending. Beef up the beginning and calm down the end and add something fun in the middle and you have a quality level! Let me know if you update it. :)
http://psteamcommunity.yuanyoumao.com/workshop/discussions/-1/490123938431211363/?appid=252550
I played your level till the maze and then quit. But since the impossible part was at the end, it wasn't as bad as having the beginning be impossible! :) Let me know if it helps.
The maze was frustrating, and the only way to pass it is an impossible combination of looking at your shadow, placing your camera perfectly, then living the camera alone while you navigate purly with the arrow keys and an ovelweming amount of luck.
Widening the maze of fifth of a blocks width would cause it to be so less frustrating while keeping the difficulty level relatively high
As for the parkour? It was well done, and enjoyable?(as long as you erase the 100 attempts that one, one up three left, jump costed you and the 100 more you made accidentally because of your frustration).
I would appreciate it if you lower the death blocks so that I had the time to realise what I did wrong...
Sorry if I was too harsh still a bit