i'm gonna run with the (safe) assumption that
turkey stuffing with celery gets featured at the end of the week. on the off-chance it doesn't get much feedback, here's come CC
goatosaur; i've played the track through a few times now, trying to get a sub-2 minute time, and think there are a few easy things you can implement into future tracks to further increase track quality
pros:
> suuuuper aesthetic. love the way you detail rocks, going with this dwarf theme is really cute and ties everything together well, and the bg layering is really amazing
> love how there are distinct areas of the track ie mushroom caves, mining section, castles/floating buildings... reminds me of hollow knight, really adds to the sense of progression as im playing
> the art looks like it could go in a fantasy book, im finding it very inspiring !
> the ride itself - if you ignore my below issues - is of a great quality. there are heaps of different challenges throughout, and if not for some better optimisations here or there, would be pretty flawless imo
areas for future improvement:
> the bg transition from nature -> cave going from left to right couldve been better. if you compare the bg of the left side of the track to the right, it's quite sparse. i think you couldve extended the trees further to the right, and had a more defined/detailed cave bg section (tried to outline it in below screenshot)
> the lag is a killer. i thought initially it was just my laptop, but it's just as bad on my beefy pc. the track is almost unplayable whenever you're playing near the mining section; idk how you shaded in that section, but given the kb size i have to assume it's brush. hatching or straight line tool use here wouldve been a life saver
> ive seen you discuss it a bit in the comments, but am going to reiterate here: the cp placement is horrendous, and coupled with the lag really sour what is otherwise a fun track. in the below screenshots, there are two cps placed within 1 second of each other, but then there are no cps for the remaining 10-15 seconds of track whilst the player has to navigate a pretty tricky section of gameplay. this section in particular has killed my enjoyment of the track, as if i mess up at any point during this 10-15 seconds, my run is dead. there are 100% other examples of this in the track, but this section stuck out as particularly bad
> the jumps in the below spoiler needed to be changed just slightly to ensure the player lands smoothly. the first one is particularly bad, which is unfortunate given it comes during that 10-15 second period of no cps
with all this being said, very very impressed; i hope you keep drawing fantasy tracks in the future ! one of my favourite tracks to come out this year, despite the unfortunate stuff with the ride. really good stuff, just make sure to give the ride a bit more TLC in the future !
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