Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Overall I liked it, but the pacing and the design elements on the first half could use some work. Might consider dropping by the Distance discord server if you ever want live feedback about tracks, or just talk about the game. https://discord.gg/ycPjR3eh
Personally I think if that's going to be a main feature of the level, it would be best to try and design it in a way where it's more consistent and clear where that's a hazard. An idea that came up while talking about this would be to set a gravity trigger to have higher gravity on the level as a whole. Would probably make the handling on the track and how easy it is to go airborne feel a lot better. Then go to default gravity, or have updrafts, for big set piece jumps like the one through the rock hole. That was a cool moment.