Clone Drone in the Danger Zone

Clone Drone in the Danger Zone

Cake Calamity
17 Comments
{F.S.L} AJ 14 May, 2024 @ 2:05pm 
OMG this took hours!!!!
kajetus69 9 Sep, 2023 @ 6:46am 
what am i supposed to do when at the same time there is train, spikes and bomb? how do i evade it?
Spookypizza 6 Jul, 2022 @ 5:50am 
i am terrible at this so i just let myself die and i watched all of the gameplay xD.
Crilly 22 Nov, 2021 @ 5:35pm 
well made, but wow is it irritating: there isn't any warning for any obstacle that isn't the spikes, so RNG can and often does outright ruin your perfectly good run
Tippy 21 Nov, 2021 @ 11:04pm 
by speechsequence
TheDuckKnows 14 Nov, 2021 @ 6:20am 
how did you get analysis bots voice
< blank > 7 Nov, 2021 @ 8:12pm 
There are some issues with refreshing obstacles.Zombies are way too broad for that.It took toooooooooo long to get to the UFO!I hope the author can modify it,PLEASE.
Xander 5 Nov, 2021 @ 9:07pm 
pretty cool but i think that it is a but luck-based. I can tell that the objects coming are randomized somehow but sometimes it makes where something blocks all 3 paths making it impossible to survive that run.
leoasbahr 5 Nov, 2021 @ 7:42pm 
This level is incredibly good and creative, but the hitbox is kinda glitch and it is fucking harder than calamity death mode, hardcore, without buffs.
TobyTopF 5 Nov, 2021 @ 7:38am 
Last comment:

Overall, one of the best levels in the workshop so far, and the most innovative and creative level I have played so far. I try to post comments like these on most levels I play in order to help improve (and not send hate to) the map and its creator. This level deserves way more attention, and I hope that it gets it. Thank you very much Spogeg for a truly amazing experience :)
TobyTopF 5 Nov, 2021 @ 7:37am 
6) The UFO should have randomised attack patterns. I can see that you spent an enormous amount of work on this, and it clearly shows, but seeing as the rest of the generation is random, it would make sense for them to also be random. Also the UFO should be made translucent so you can still see obstacles coming down on the left path without it blocking them.
7) Last improvement you could make: Make the car at the end useful. Currently, it just emits a laser in front of you to where you could walk at the edge of the invisible wall, but tactically, the back is the best for dodging, as you get more reaction time from the obstacles coming down at you. The car could either stay like it is but only at the back (making it harder) or it could switch between different points in the box, like having the laser on at the front, then turning it off, moving to the back turning it on, turning it off, move to the middle, etc... *to be continued*
TobyTopF 5 Nov, 2021 @ 7:36am 
4) Telegraphing: The train, David and spikes are really good, because you can see them coming and react (though the blood trail from the spikes can be shortened to make it harder) but the bomb, fisherman and Amongus need telegraphing or to be removed. As it is, the most effective strategy is to keep in the middle and move left when you see spikes or David (because the right lane has no telegraphed obstacles, making it hard to know if you will be able to move into them). You could move the screen vibration from the train to the fisherman or bomb instead, and this would allow you to tell that they were coming.
5) Minor nitpick but the starting sequence is REALLY GOOD, short enough so resets aren't annoying but well animated enough to be fun, one change I would make is to have the bot actually dive onto analysis bot instead of weirdly move after him in a static manner (because you will see this cinematic a lot after many restarts). *to be continued*
TobyTopF 5 Nov, 2021 @ 7:35am 
This is a phenomenal level, I really enjoyed this level quite a bit, and you should definitely do an endless version that you hinted at making. Here is my feedback:

1) Really cool that you made Subway surfers (as a genre) in CDITDZ, but there are just a few things you could improve. For starters, the fact that all obstacles spawn in their own lanes is cool but I would like to see a version where the train and spikes (etc...) are in different lanes as opposed to only left and centre respectively.
2) The obstacles should not be able to intersect with other, this means that David and the spikes shouldn't be able to be generated immediately after (I had a game where David spawned on the wall of spikes lol)
3) The level is random, but you should add a check to see if 2 of the 3 lanes already have an obstacle in them. I've had far too many games where all the lanes had an obstacle in them in a row and you die because of it. *To be continued...*
HaLKer5 5 Nov, 2021 @ 1:42am 
This level is very cool!
[CHQ] Igrඞk_x_xp 3 Nov, 2021 @ 12:26am 
Its perfect, but i hate this run!
Spogeg  [author] 2 Nov, 2021 @ 6:28pm 
:senpai:
Autumnagical 2 Nov, 2021 @ 1:17am 
Hmm, don't mind if I-