One thing you'd change

I’m looking at blocking out the final roadmap for PA and I have about 2 weeks free later this year. So I thought it would be fun to ask the community what they wanted me to add!

The sky is the limit! Let me know the one thing you’d add / change in PA to make it just that much better. I won’t add everything but I wanted to at least pick one good idea from the responses.

9 Likes

Integrating level collections into the arcade, stuff like being able to play through all levels in one or a list of collections saved with how many levels in them you’ve completed//your average rank (Geometry Dash and Soundodger track these for example). Of course the obvious use case for this is storylines but with how collections are used for contests and recommendations too, I think it’d pair well with workshop levels being (potentially) browsable in-game if you could pick up whole collections too

14 Likes

Maybe object that could home onto the player, or something that could move in relation to the player’s movement? I think it could be used to add an extra and fun challenge for some levels that would use it correctly.

13 Likes

a functional undo button in the editor :folded_hands:

12 Likes

i think itd be neat to be able to choose which main menu screen you use (legacy or new) because i find the current one is a bit of an eyesore (dont want to lower effects because it ruins levels). maybe could be a reward for beating story mode?

5 Likes

@oneleaf You can change effects intensity in the menu and in levels separately - its possible to have a flat, zero-bloom main menu and full effects in levels at the same time

3 Likes

@DXL44 didnt realize, thanks. (i still think itd be neat tho)

4 Likes

I would really like a different gamemode that allows you to play the game without having to decide on levels to play. JSAB’s challenge mode was super fun to just throw on with friends, so something that accomplishes the same thing for PA would be super cool.

This might just be fundamentally flawed and there’s a good chance it’s WAY too ambitious for the given time frame, but my idea is to have a world map-esque path of randomly selected levels from either story mode (when it releases) or custom logs where players start from one end of the path and can choose to progress across different routes to the end.

10 Likes

A base rotation slider for the custom shape UI that would allow for shapes like rhombuses to be made with one object instead of 2

9 Likes

Voice acting for story mode!

3 Likes

idk I just want the snappy keyboard controls back those were completely fine

6 Likes

Ok real one:

  • Upgrade player force effect to use some sensible strength measurement units and
  • add an option to pull / push the nanos towards / away from an arbitrary point on screen.
6 Likes

i really wanna get rid of that whole player event and replace it with something else but it likely will stay and i’ll just add triggers of some kind to move players with force.

4 Likes

I don’t often see this getting talked about a lot but imo I think the game should admittedly have a requirement for whatever levels creators make to must have a thumbnail to be made public. I see that Jolly Jack’s PA Bot and their level guessing minigame occasionally just has the default thumbnail to go off from and there are just too many even count so perhaps having some sort of thumbnail that at least somewhat deviates from the default or something similar would be beneficial in actually giving players visual uniqueness from level thumbnails that aren’t just the default one. Not to bash on any specific levels that just contain the default thumbnail but I think people would have a larger incentive on something if some sort of visual element actually draws them in rather than just “ah either someone was too lazy to select a thumbnail or they forgot and never updated it”.

5 Likes

i need this so much for a level im making please

3 Likes

dang it, thought of another good one.

1 Like

feel free to add a second i just wanted to avoid like 10 suggestions from each person lol and get overwhelmed

2 Likes
  • more controls for the hue effect, contrast and saturation for example. maybe brightness.
  • a better way to animate/control parallax objects, like a specific layer.
7 Likes

Get the complete game Chinese translation version!

5 Likes

Don’t worry the Chinese translation is literally gonna be started next week when i give the final text assets to the Chinese publishers!

3 Likes