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Thanks for playing the track and giving constructive feedback. It means a lot that you gave it an honest shot and put down your honest opinion.
I agree with you. The track has an issue where it poorly communicates the way it should be played. It's most fun as a raw challenge level where you are constantly resetting if you miss a transfer, do a grip fly wrong, miss a jump etc until you've gotten good enough to clear the whole thing in one shot. But obviously that intent doesn't get communicated by the level.
And yes, a lot of tricks are badly telegraphed. Part of my intent was that players are supposed to die once or twice on some of the obstacles before picking up some way to solve them. But forcing players to die on an obstacle and giving little feedback about it isn't good level design. It should be easier to tell what you're supposed to do.
I'll be thinking about your feedback as I design my next track, whenever I get around to that. Thanks again.
So I thought I could show you with a replay! My current replay is the first time I ever played this map and I played it with the mindset of not resetting, you can see how I get confused at your track design that way.
Your ideas are cool! You just need to telegraph them a bit more. :]
(Also you forgot to put a road cap on a road).