Distance
Nightmare
souldrain 2015 年 2 月 9 日 下午 5:22
Areas for improvement in future tracks
Thanks again for this track. It's really full of innovative obstacles, almost every obstacle innovates in some way!

Unfortunately I do not find this a great track overall. I consider this a bad track despite itself. :( The track spends almost zero time communicating with the player. Look at either Refract tracks or some of the popular tracks on the Workshop. They all spend at least a little bit of time prepping the player for obstacles:
1. through signage
2. rotating the track so the player may clearly see what's coming
3. by stepping up obstacles: eg preceding a 180 degree flip with a 90 degree flip or similar.

The track starts pretty hostile, this will prevent many players from getting beyond the first few hundred meters/yards of track. (Which is a pity!) The laser wall is simple although pretty scary looking... but the big jump that follows it is a very difficult opener and significantly different from any official level. Different is certainly not automatically bad but you've GOT to lead the player into it in my opinion. This big crooked jump which requires rotation at the same time is a huge initial obstacle and I think it's a mistake to lead with that.

I don't want to be off-putting, please continue to share your work! I enjoyed every section of the track once I established how to play them. It's the total lack of communication that destroys the experience in my opinion. :(

You might also want to consider doling out your innovation in smaller portions. Not necessarily shorter tracks, just less different concepts rolled into one track. Again, looking at some other polished levels we'll see the same concept or two repeated throughout a track, generally with some tweaks applied as the player progresses. I think that this would offer a stronger continuity / flow.

I support all of the opinions that White Grey expressed (other than disagreeing about it being a great track overall). RE: the rotated spawn before the small ring-jump.... I wonder if you purposefully rotated that spawn point a bit because the challenge was lost when the player spawns right there pointed straight at the ring-jump obstacle? I understand doing that, but I think that moving the spawn farther away and around a curve would solve the problem just as nicely and not be so annoying.

Again, *GREAT* work and I'm really glad to have played this track. Thanks! I hope to see more from you.