I think when they’re seldom used they can be great for elevating my overall feelings for a level, but too much overuse can be painful to my eyes and unfortunately we see a lot of it in newer levels. I think there should be more relaxation on the use of new features like these, as then I can enjoy the levels better.
There are some great levels that use them well though which I try to use in my own creating though, and those levels deserve celebration. An example in mind is one of the new space gauntlet entries, iirc it was called “space i guess”, and there are some more good ones too, share them below!
Hello!!!
Camera controls have to be placed meticulously and in a way that doesn't make the level give me a seizure, heart failure, and cancer at the same time. It's an art that only some levels get right unfortunately.
Camera Controls and shaders are both incredible tools with loads of potential. Unfortunately, what I've mostly seen them used for is making GD levels look like CapCut presets. Not everything has to look like a drift phonk TikTok!
Both camera controls and shaders has its own potential, but from what I seen in the most 2.2 levels, people just abuse these triggers, making the level unplayable.
Talking about shaders, some shaders are pretty unoptimized on mobile, especially bulge/chromatic/blur shaders.
sucks____________________
I think this is somewhat of a silly question - it's like asking for opinions on move triggers - all these things are just tools in a creator's repertoire, that all have potential to be well utilized or misused. Of course, it's easy to complain about camera controls and the like because of people misusing them, but that's just because some creators haven't gotten acclimated to them yet - kind of like move triggers in early 2.0. I know, cop-out answer, but I think it makes more sense than going all doomer mode over it.
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sorry about this gang