this is why click sync doesnt make for good gameplay by itself

preview_player
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should i finish this?

(noclip run)

salam salam
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this is why click sync doesnt make for good gameplay

Wespdx
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it’s like you took cognition and scaled the whole level down 0.5x

thatoneguy
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Click sync doesn't always make for good gameplay, but it usually makes for satisfying gameplay.

GxldenFN
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I think part of the reason this is bad is the sync is actually not that accurately timed and the ship gaps and shapes are contributing more than the orb shit

Nihlm
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Well sync is definitely something important to consider in gameplay, but of course for a song like this you should'nt keep all the clicks even for an extreme demon. You could for example change 3 very fast inputs to a hold section, depends also if the click is satisfying to perform and to watch, so yes there's a lot of factors to consider in gameplay

carpmagik
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unsolicited, but as a mostly sync gp creator, my advice to good gameplay is:

-dont make your gameplay too fast-paced, unless its an impossible level or a spam level

-you can mess with tempo and make your clicks be twice as fast or 0.5x the speed of the song, and just like in music, make sure the clicks fit in the beats of the song

-if there is a note that hold for too long, use dash orbs or add a CPM that matches the song's beats

-make the cube movements feel the same way music notes feel, this one is hard to explain but with practice you can easily achieve it

-make sure your gameplay is readable, you can get a playtester to help you with this

-most importantly, it is always okay to unsync your gameplay to make it more fun

DV_Cruz
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I was actually making a level where i mix everything i hate from recent or overrated levels

Extreme click sync is one of these things
I also include bad transitions
Portal spam
Gameplay so fast it is impossible to sightread and becomes memory based

It only needs a laggy af deco, a nong song and ive got the best level in the entire game

doodoo
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That looks so unfun. But i guess sync is present, so that's kinda cool

null
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-Dont be excesive, be partially synced to the most important aspect of the song.
-Do Hold Parts.
-Keep place to frame errors. (To avoid being frustrating)
-Dont do instantant sync with the song, because it makes it feel like its unsynced.
-The sync needs to be visible (As an example, if you pressed a green orb and the next one is a pink one, it would be unsatisfactory due to the minimal sync feel to it)

(That would be my guide at least.)

drager-
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it depends on what instrument of the song you're currently following and how it visually adapts to the song, sync is extremely vital for a game such as geometry dash that even despite not being quite a rhythm game, still vaguely resembles one.

phelbot
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No this level looks really fun, best slaughterhouse remake by far.

INKY
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If Krmal made that, people would be shitting themselves over how innovative the gameplay is and how its design is some of the best because it is simplistic.

executiveminer
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I think hearing your clicks with the beats are satisfying that's why I find click sync good

firecross
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This is the type of chad that beats extreme demons for breakfast and yet doesn't have a big channel

ksano
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Tbh I’ve heard this argument so many times that it is more like « This is why click sync should be completely disregarded ».

rtsunamii
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The first part, if buffed, could be a really good challenge
As a full level, if you made it more forgiving, it could work.
The click sync might redeem some of the unfun gameplay.
But also, click sync isn’t the only sync, in this level, at points the icon moves from a buffer click when the song doesn’t say to.

lennystudios.
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As a dear nostalgists enjoyer I can say this hits hard

olivestuff
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All the hardest went through and the final 2 spikes are gone, YOU ARE A GENIUS.

rancheldom
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another good example for this is the song "highscore" which is used in the level "new record"

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"perfect sync doesn't always make the gameplay fun"

-idk It just came out of my mind

jlx