Junior Member
still think this is my best work + was my first attempt at doing art type of style. was kinda hoping for the epic but thats fine. also had fun making this. i wanted to use that one song in one of the genshin story quests i forgot what its called and so i made this. id probably make it more cohesive now cuz the parts are cool, dont get me wrong. they connect if you are aware of the genshin story quest, but i think that second to last part kinda feels weird with the electroman blocks. it probably would be better if i custom made the platform like i did in literally every other part (i think i just got lazy or something). full circle ending is cool, awesome reference to how the dance ends in the story quests. overall, still happy with how it turned out, but also wished i did more :>
im gonna go on a (hopefully) quick rant about the comment section on slope boost levels such as this, speedtek, and vacuum tank, and more. when it comes to platformer mode tech such as this, people just blindly hate it because they think its just bad and broken gameplay (even robtop was like slope boosting feels bad on mobile, emphasis on mobile since he didnt say that about pc players), but that is just wrong to say. terminal heaven is, if not, the best gameplay that an early 2.2 extreme had. contrary to popular belief, slope boosting gets extremely consistent (even for mobile players, as there are a bunch of pro plat mobile players who have beaten this level). once you know how slope boosting works and how to do it, even if it takes 10k attempts to figure out (me!), it is the most fun youll have in this game. g4lva and eki discovered this tech so early into the update and managed to make gameplay that feels both fair and challenging. stage 1 warms you up, stage 2 tests your precision, stage 3 tests your control, stage 4 tests your movement, stage 5 tests you doing it sideways, and stage 6 brings it all together (except for the sideways part). the gameplay is so incredibly well made for being discovered and learned so early. as for the deco, the chain physics are awesome, the area trigger usage for the glitchy blocks are so creative, and then even adding the tiny detail of having eyes stare at you when you turn on hitboxes is great. i really wish the majority of vocal people in this community stopped blindly shitting on unique tech thats hard to learn (and even just platformer mode in general) because there are some genuinely amazing platformer levels that get stigmatized just because they do something that some people dont wanna bother to learn and would rather call "buggy inconsistent garbage".
this one has honestly grown on me a little bit. when i first beat it, that was the most miserable experience ive ever had, as i fell victim to the infamous 6-2, but after improving a lot in platformer mode, its honestly such a cool and fun experience to keep coming back to. the level feels like a journey and thats really awesome, especially for a being released that early into 2.2. also, the infamous 6-2 makes so much more sense to me after thinking about it. its supposed to be like that; its meant to mindblock you. im so close to the end, i cant just leave and turn back, ive already made it so far. its almost genius (whether that was intentional or not). the gameplay is just your standard mini robot needle gameplay for the most part, but when its not, its something unique like a low gravity cube or labrynth of being super careful and snaking around the place. anyways, the deco still kinda holds up today, especially with the varying themes of each "section". you have the shallow end of the water, then the deep end, then some kind of ruins, then you see a huge radio tower of some sort, then theres a lava/fire part, and then youre super deep in the ocean. i wish people didnt just turn to saying "needle = bad" + "platformer levels try not to use robot challenge" cuz this is such a cool level still even if there were some questionable gameplay choices.
its okay. the gameplay kinda aged well with some of the platformers that came out with worse gameplay + getting used to that type of gameplay, but the fact that this is supposed to be a remake of the sj adv lobby map is a little bit like......i dont really see it besides the part where you climb up...like every other game where you climb up?? deco is also the lowest of low end especially with platformer extreme standards nowadays.
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sorry about this gang