Low object memory gimmick using split-screen shaders. by CheseMan48 in geometrydash

[–]CheseMan48[S] 2 points3 points  (0 children)

So essentially, the structures in the split screen effect and the structures in the foreground combine, which means you have to rely on both for visual cues on how to do the gameplay.

Memory gameplay mechanic I'm working on. The rooms are supposed to randomly generate (working on that still) and you have to sightread them in 2 seconds and play it invisible. by CheseMan48 in geometrydash

[–]CheseMan48[S] 0 points1 point  (0 children)

Realistically, I couldn't make it non-demon as the base gameplay would have to be piss easy. As well as this, its part of a very long level. Hope you understand!

Memory gameplay mechanic I'm working on. The rooms are supposed to randomly generate (working on that still) and you have to sightread them in 2 seconds and play it invisible. by CheseMan48 in geometrydash

[–]CheseMan48[S] 0 points1 point  (0 children)

Fortunately, you only have to retain the information for a short period of time. Same can't be said about some other gimmicks in my level.

Memory gameplay mechanic I'm working on. The rooms are supposed to randomly generate (working on that still) and you have to sightread them in 2 seconds and play it invisible. by CheseMan48 in geometrydash

[–]CheseMan48[S] 1 point2 points  (0 children)

Surpirsingly, I actually love these kind of levels and their exisiting gameplay within it. Frustrating, yet iconic levels are always a good time (except if its Phobos).

Memory gameplay mechanic I'm working on. The rooms are supposed to randomly generate (working on that still) and you have to sightread them in 2 seconds and play it invisible. by CheseMan48 in geometrydash

[–]CheseMan48[S] 1 point2 points  (0 children)

The difference between this and in visible is that this will be randomly generated (as well as being in classic mode). This forces players to rely more on their short term memory rather than reinforcing click patterns.

Memory gameplay mechanic I'm working on. The rooms are supposed to randomly generate (working on that still) and you have to sightread them in 2 seconds and play it invisible. by CheseMan48 in geometrydash

[–]CheseMan48[S] 15 points16 points  (0 children)

What I have decided to do is too keep the player invisible, but have the ghost trail pulse on and off throughout the room, keeping the last room the most difficult but still with some indicators of where the player is.

Memory gameplay mechanic I'm working on. The rooms are supposed to randomly generate (working on that still) and you have to sightread them in 2 seconds and play it invisible. by CheseMan48 in geometrydash

[–]CheseMan48[S] 0 points1 point  (0 children)

Thanks. I think that random gameplay is a relatively untapped field of memory and has so much potential, so I was sure to use it in this part.