Qbeh-1: The Atlas Cube

Qbeh-1: The Atlas Cube

Fall-down
12 Comments
wassh  [author] 2 Apr, 2017 @ 4:30am 
I tryed to implement some additional adjustments.
Berahlen 25 Mar, 2017 @ 3:09am 
Medium difficulty my hairy butt. Started off medium, but basically everything that happens once you get inside the structure was just obscene.
Mrs Ellie 25 Oct, 2015 @ 1:58pm 
I played part of your level, and it was kind of unsettling to go down! See
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.
Limboh 24 Oct, 2015 @ 11:37pm 
Yeah I think by now the entire community now knows about the gravity glitch.
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.
wassh  [author] 24 Oct, 2015 @ 9:00am 
Your right, it is fun with the gravity glitch.
I never tested this before.
Now the player has to options, do it the normal way or use the glitch.
Limboh 24 Oct, 2015 @ 8:41am 
Yup, I've taken another look and it's really better now!
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)
wassh  [author] 24 Oct, 2015 @ 8:34am 
Thanks for your huge critic. I was really exited how much went wrong in this Level.
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.
Limboh 24 Oct, 2015 @ 7:22am 
Okay I'm going to be brutally honest here and say that I absolutely HATED this level, it was terrible. I spent over an hour beating it (and I did so without the gravity glitch) and it was the least fun I had in a level so far.
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!
Limboh 24 Oct, 2015 @ 7:22am 
2. Some of the checkpoints are super dumb. E.g. the one after the vertical "maze" (which was kind of cool, but also just memorization): Why is this checkpoint right BEFORE you have to collect a cube, place it down and then S L O W L Y descend into the absolute MESS that is the room below? I died like 50 times there and EVERY SINGLE TIME I had to jump across those stupid pillars, get the blue block, activate the elevator and wait for what feels like 10 seconds for it to go down. I want this time of my life back and I regret ever downloading this level.
Limboh 24 Oct, 2015 @ 7:21am 
3. Ceiling placement. Why. Why the hell are there so many ceilings that you can bump your head against? Some serve no purpose at all except annoying the player. Objectively bad level design.

4. Lighting. My eyes still hurt from the super bright lights you placed everywhere. Disorienting, ugly, eye straining. Why.
Limboh 24 Oct, 2015 @ 7:21am 
5. Sense of direction. In a lot of cases it was impossible to figure out where to go without endless trial and error, super irritating.

6. No puzzles. There was absolutely nothing in this level to figure out, no mechanic to know. Just walking around and turning your head until you find the "hidden" cube you have to place on the specific place where it belongs just to advance and be in the exact same situation again. And after that some ride on a block or tightrope walk where you die over and over until you figure out how the creator intended you to move. Dumb, tiring and not really a challenge.

7. Length and consistency of theme: This level could have been split up into three, slightly more sufferable pieces. It's like OP just threw every idea that came into his mind into one big messy pile of level.
Limboh 24 Oct, 2015 @ 7:21am 
To sum up: If you truly want to see terrible level design or have an hour of your life to waste or if you just hate yourself this level is right for you. I recommend it to everyone that I hate and want to see suffer. Also to level creators just to make them feel what having a fever dream is like. This may be the last level of this game that I have ever played.



To the creator: Don't take this review too seriously or personally.It wasn't quite insufferable, just a lot of terrible design choices. Some of the ideas were actually pretty neat and I liked the overall architecture and feel of the level. Just PLEASE be more thoughtful with checkpoint placement and try to see the level from the perspective of someone that hasn't designed it. I can tell you put a lot of effort into this and it's really showing at some places in the level. And that's why you deserve my honest opinion. This isn't an attack against you, this is just how I honestly feel about this level.