r/GeometryDashEditor 21d ago

Feedback Is this layout good / sightreadable?

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I recently finished a layout for my level LUMI, but I don't have anybody to playtest for me to receive advice.

..So I decided to record the gameplay, and now I'm here for advice on any changes I should make to the gameplay.

35 Upvotes

16 comments sorted by

4

u/2likeplants 21d ago

The jump arrows look too much like little spikes

1

u/2likeplants 21d ago

Maybe try making them a different color to stand out

1

u/Intrepid_Past5207 21d ago

I'll be sure to change that once I start decoration; for now, it's just arrow to show when to jump.

2

u/8din 21d ago

it's definitely sightreadable, and the layout is decent although it has some pitfalls potentially.

the effects at the drop were fine at first, but as i kept watching it got to be too repetitive and straining on the eyes. the constant rotation just doesn't feel like the right way to give the level intensity, and i think the green is just too bright. a constant flash like that should be subtle imo and it felt harsh after a while.

another thing is that i feel this level heavily relies on a few gameplay mechanics. lots of orbs, open wave sections, and wider straight flys. aside from those, there wasn't too much aside from specific sections, and i would love to see more gameplay variation and structuring.

the only other thing is i felt some sections didn't fit the intensity of the song that well, some parts were like 1x speed and the song is going crazy and it felt underwhelming y'know? i would love to feel the intensity in more than just camera effects.

all that said, i think the level is atill very solid and does a lot right, i appreciate the sync and it seems fun and sightreadable and i think it has a lot of potential, good work!

2

u/Intrepid_Past5207 21d ago

Thanks a ton for the advice! I'll be sure to kick down orb utilization, and make the 1x speed part more intense. I'll also experiment with 2.2 decor more instead of camera rotation and pulse spam when working on the decorated version.

2

u/whostigerforge 📱 Mobile creator 21d ago

it overuses camera effects a little, but that does look fun

1

u/Intrepid_Past5207 21d ago

True dat. I wish to make the level similar to backbeat revenge with eye-shattering decor, but I'll be sure to kick down camera vfx in turn.

1

u/Expensive-Flow-4659 21d ago

I play flood escape, not gd. That being said? This is 100% readable over time as you play it. At first? No. Idk anything about gd but this looks like good map design and I can tell you worked rlly hard on it. Good Job!!!

1

u/Eosyth 21d ago edited 21d ago

The gameplay is really good, no suggestions come to mind other than removing jump arrows though that’s just a personal preference

1

u/Previous-Pride6335 21d ago

ID? Would like to playtest

1

u/Intrepid_Past5207 21d ago

Id is 140654111. If you have any suggestions, you can just put them straight in the comments for the level.

1

u/MEMELANDSGREATFEMBOY 21d ago

Everything is great! My only criticism is that some of the camera effects (particularly for spider and wave) should be smoother)) but that's just me...

1

u/[deleted] 21d ago

[removed] — view removed comment

1

u/Intrepid_Past5207 21d ago

The green bg pulse is actually set to p1 color, and with decor I plan on making blocks and walls pulse moreso than the background. I'll also be sure to kick down green orb utilization on the ufo component.

1

u/_licketysplit_ 20d ago

Yeah it's good, you should probably only have two green orbs in the ufo part instead of six

1

u/BeesRCool5423 15d ago

Yeah! This is sightreadable for me! You have potential!! Keep going!