Distance

Distance

DAC #11: Hypercubes
11 Comments
Pessimystic 11 Jan, 2018 @ 8:37pm 
This level sucks off dogs behind gas stations. Not fun at all. Just difficult for the sake of being difficult.
Shjohn 1 Jun, 2017 @ 2:36pm 
I felt that this level was very poorly designed. its not challenging for being hard to read its just punishing for not knowing whats coming next and i think a lot of community levels suffer from this. its not very fun when you have to slow down so you can carfeully look at every aspect of a obstical to actually get past it.
Ranky Danky 22 May, 2016 @ 5:43pm 
This course is absolutely brutal. Well designed, but brutal.
It's deathtrap after deathtrap.
Only part I've had a real problem with thus far is in the tube, where the track demands rediculous precision, completely unlike anything I've seen. That might need some changes, that or I'm just stupid.
Konst 22 Feb, 2016 @ 11:11am 
awful. This level feels like it has a lot of good ideas and nice moments, but execution is so rough and unbalanced, that you cannot enjoy it at all.
Checkpoints are to far stretched. Stunts\traps are too complex and mean, require you to waste tons of time to land them properly and even there you still feel like you've been doing everything wrong.
Latapi 27 Dec, 2015 @ 4:55pm 
awesome lvl as usual graphic- and designwise, but the tube part is very frustrating, maybe you could put either a ramp at some places in there or allow flying
AndrewToTheMax 26 Dec, 2015 @ 10:19pm 
@Roenie LOL at calling Krispy an amateur level designer. He's easily in the top 3 Distance community track designers. To ignore the rest of his work is to ignore a significant chunk of the very best of Distance's steam workshop selection.

@Krispy He does have a point, though. This level was significantly less enjoyable to play - not just more difficult, which as you pointed out is not bad in itself, but more frustrating as well - than the Distance community has come to expect of you.

That being said, if you want to make deliberately frustrating levels then that's your prerogative. Thank you for all the brilliant levels that you have made. :)


Krispy  [author] 26 Dec, 2015 @ 2:28pm 
@Roenie this is normally something i take into consideration a lot when making levels :)
(or atleast try to, but its still hard you know?)
However its not something that i took into consideration a lot while doing Hypercubes. And as such im ok with some (most) people finding it extremely frustrating!

I get what you're saying, but this level was never intended to be easily digested by everyone.
Roenie 26 Dec, 2015 @ 2:01pm 
It took me 20 minutes and 50 seconds to finish. So frustrating. Granted I don't have that much experience with the game yet, but I've been a gamer for over 20 years and I understand the controls. I finished all the tracks made by the devs as well as some community tracks. It seems to me that like almost all amateur leveldesigners you don't think enough about how other people will interact with your work. My advice is to watch someone else play your level before releasing it. Someone who is new to your level. The official tracks do a better job of communicating to the player what is expected of them. Always realize that the solution you have in your head, which you design a problem for, is probably not going to be on someone else's mind. The fewer solutions there are to the problem and the narrower the margin for error in execution, the more likely it is that someone will get stuck. Your level is always a 1000 times easier to you than it is to someone else.
HexRebuilt 13 Dec, 2015 @ 4:37am 
beautifull map, but maybe if u allow fly mode, expecially in the "tube part", it would be less a pain in the ass. amazing design but it looks like a rage game in some part unfortunatly.
AndrewToTheMax 11 Dec, 2015 @ 9:32pm 
hell yeah.
Forcy 11 Dec, 2015 @ 2:46am 
Wow! This level is amazing!!