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"Hexagonest" seems to break the rules of Hexagon level design. #34

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zaphod77 opened this issue Mar 3, 2025 · 1 comment
Open

"Hexagonest" seems to break the rules of Hexagon level design. #34

zaphod77 opened this issue Mar 3, 2025 · 1 comment

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@zaphod77
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zaphod77 commented Mar 3, 2025

If appears to accelerate the wall speed as well as the spinning speed at the levelups. this matters because it affects the chevron pattern. you should be able to rotate against the cheveron and pass the entire pattern without letting go of the button, bonking the sides of each chevron. this works as long as the level is purple, but as soon as you hit the levelup at 70+ seconds, you can no longer handle the pattern that way, and you crash at the fourth or 5th chevron, depending on how fast you reacted. you must instead tap the other way.

This is the main reason i've yet to hit 90 seconds. because the acceleration of the wall speed messes with muscle memory, which is how you are supposed to deal with the extra spin speed and distractions.

The probabilities of the patterns can change, and the spin speed in general can change, but nothing else should change unless the level itself does to a hyper mode or a bonus mode, in my opinion.

Is it intended that rotating the wrong way stop working in the middle of the level?

@RedTopper
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I've actually only ever stepped manually, without holding the button, so I don't think I've ever really thought about it.

Since I've been developing this project for so long, I'm not sure what the difficulty scaling of these levels are for most people. I don't really seem to receive feedback about it, so thank you for bringing this up.

I do think I can improve on this, I like the idea of making some of the effects more pronounced as you get further in the level rather than messing with the reaction times. I just added a few locally, so I'm sure I can gate them behind what "tier" you are on. I probably won't change pattern probabilities, since that would require a lot more involvement on the level editor side though.

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