PixelPath II Showcase | All Coins | Full Detail

☝☝☝ - 5 months of my life Although not that i wanted originally, but still - my biggest finished project and bestwork. After PixelPath got it first hype (was sent legendary at least 7 times), i remembered the proverb: “strike the iron while it’s hot“. At first i just wanted it to be like 2 times longer, 2 times better, 2 times harder, but something got wrong. I planned it to be finished at 17 january, because I built the first part in just 5 days, but I overestimated my capabilities. The level got 6 chapters, and i wanted some different idea in each chapter. At 17 january (as you can see) the level wasn’t done. Even layout. What i can say about layout is that i tried... really. The first PixelPath gameplay was below bad, and I decided to spend more than 2 days on gameplay. Well, it took almost a month. I wanted the gameplay to be combined with the decor and the concept of the level later - that is, I had to abandon the usual standard gameplay chips. I wouldn’t say that I brought something new to the gameplay, let alone how its disgusting to play (maybe it’s just my weak side, I really tried to make it better), so in the end it turned out that you just jump, fall, jump again, and walk. By February, the first chapter was done, and it’s nothing to say about it, except how I decided to implement water using area triggers. Just a forest, nothing special (with a tight jumps to make it look like a demon) Next part is Electro puzzles, that i had fun with. The first idea that i come to - this spinning thing (2:26) i genuinely don’t know how i came up with this, but I am happy with the result. After this i couldn’t come up with something else so i just put a fillers puzzles (the rope one is a shame, I didn’t know how to bring it into good gameplay at all), I know it turned out to be a hack, but I wanted to start building chapter 3 already, because I had big plans for it. The third part features the abandoned underground facility atmosphere I had envisioned. I might have overused areatriggers for lamp lighting, but I like the effect. Inspired by Duck Game mechanics, where my brother hilariously threw mines at me, this part took shape. The next segment, the infamous chase, was heavily criticized for its unreadable layout and unbalanced difficulty. Despite this, it was meant to be a demon. I aimed to create a climactic point that might require you repeat attempts. I am even gonna say that PixelPath II was built for this part (lol). The story of this spanned over a year. In February 2023, I had a dream where someone said, “now it’s hunter’s time,“ and tentacles burst out, chasing me. This inspired a track ( originally meant for my project TNS: Escape. While building the layout and experimenting with music in Geometry Dash, I found it fun to use this track. Suddenly, being whitelisted on NewGrounds allowed me to keep it, though I had a backup plan with “Miami Hotline-Vol.3“ from the Hi level. The final result was almost exactly as I had envisioned when composing the music. The part after disassembly time was also filler and has bad gameplay that i remade. I added some basic gimmicks to it, and i think gameplay was ok (still awful). But unfortunately, everything turned out to be not so great when it came to the decor. It looked VERY BAD. SOOO BAD, that I wanted to abandon this project and leave. I spent almost a month playing dumb (I was doing other projects, a game on unreal engine, and school projects), until suddenly inspiration came to me when i started making the ATM thing (limbo moment). After this i redesigned almost whole background in Midnight Parkour and i guess now it looks kinda ok. The routine subway ride to college inspired me to make another chapter - the subway. I personally can’t say anything about him, I can just say that I tried to transfer all the details that I could extract from the daily experience. The idea for the chapter of “Morozovka“ is also not taken from the ceiling. I have long wanted to make a level with the atmosphere of the post-Soviet winter, especially at night, as it gives me great nostalgia. Initially, it could have been super short, only with the gameplay on ice, but I thought about it and decided that this idea needed to be given a little more attention. I hope I managed to do it. Ironically, the ending, because of which many people came, was built in 3 days (I just felt motivated to finish it), and so, the idea of a car driving into MoonBank had been in my head for a long time. ID: 106983029 If you wanna SUPPORT me: Many thanks to all, who supported me while building. Sadly, because of music limit, some songs in uploaded versions are missing. But, enjoy! Timestampts: Fallen from the Sky - 0:44 Electro puzzles - 1:11 Robots Kill Robots - 2:51 Midnight Parkour - 5:42 Under Path - 7:16 Morozovka - 8:26 I can leave now.
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