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https://gtm.steamproxy.vip/workshop/discussions/?appid=252550 on going up vs going down. But you did a pretty good job at making a level where the goal is to go down! The heights were a little unnerving, but the gameplay seemed good, with gradual progression from easy to harder, which is good.
Designers really shouldn't worry about it. if someone wants to break the game and play the level in an unintended way then that's their thing and they are free to do so.
But they have to keep in mind that the levels were supposed to be beatable without the glitch.
Well, in the end everyone can decide on how they want to be challenged.
And i choose to do it both ways.
I never tested this before.
Now the player has to options, do it the normal way or use the glitch.
Thank you for being able to handle tough criticism, not everyone on the internet can do that.
Oh and the level is super fun if you use the gravity glitch (which I didn't the first time)
I can understand all of your points.
I hope, that i improved the problems in point 2, 3, 4.
Moreover i made the vertical "labyrinth" less hard. (This "labyrinth" should be a homage to the game Falldown)
Furthermore i added two platforms to the Platform part.
But I can justify my opinion:
1. You get punished CONSTANTLY for not being able to read the creators mind, sometimes it took me 10 WHOLE MINUTES to figure out which path I was supposed to take. The twin moving cube "puzzle" was the worst offender of this. Oh, you didn't correctly guess on which cube you were supposed to jump now? Back to the checkpoint you go. Trial and error after trial and error. This is not my definition of a challenge, this is boring and mind numbing memorization.
Another example: The vertical "labyrinth". How the hell am I supposed to know that I have to race the cube? The first time I stood on it and waited paitently, just to get killed. Thanks, level designer!
4. Lighting. My eyes still hurt from the super bright lights you placed everywhere. Disorienting, ugly, eye straining. Why.