Post by Cień Świetności on Jan 19, 2020 20:03:43 GMT -5
I had the same idea for a level but never knew how to execute it correctly. Sadly you didn't give me an answer.
But I shall give the judgment of your level. Don't say "thank you". You're going to hate me for what I'm about to say.
Gameplay: 0/4
Just... No. It started promising. Simple jumps fooled me into thinking, that I might be playing something decent and casual but then... Whoever told you "invisible/slightly visible portals are great idea" is fucking wrong. They were designed with different colours/appearence for a reason. And that reason is to make a recognition of theirs functionality a lot easier. Making them disappear is the worst thing creator can do to make gameplay as horrendous as possible. Also orb's placement needs correction and that's because there were many times, when I jumped off a first orb and missed the next one due to flying over it. Same with platforms. Fun fact: During normal speed, when you make a platform 4 grids ahead of position destined to be jumped from, you're certain to land safely (100% of the times). Double speed is a little bit trickier. It forces you to create platforms between grids. Keep that in mind, when you're planning to create insta-jumps (My advise: to make jumps more accurate try to find a way to reduce the area destined to jump out from.). Coming back to orb subject. Most of them were useless, as I was able to skip them without consequences. What was frustrating was how spammy orb gameplay was. Try to use orbs as "jump extenders" instead of platforms. That way you'll create a level based more on skill and precision instead of luck or it's lack. But not even skips would force me to give a solid "0" for a "Gameplay" section. But this:
Absolutely... How unfortunate...
Design: 0.7/2.5
How do I put this... I see you tried hard but sometimes "motivation" is just not enough. Simplistic appearence is OK but "Same colour scheme - theme" doesn't have to be executed via "Ctrl + C ---> Ctrl + V". Hazards barely changed through the entire level. But the worst were bugged layers. If you made this level in earlier versions, then I shall be considered ignorant here, but if not, then you messed up quiet a bit.
Decorations: 0.5/2.5
They suffer the same fate as design + lack of blending on air deco hits hard. Parts are mostly empty or messy. I remember the beginning being kind of neat.
...And that's it. Deco here is forgetable. Experiment with blending and try to use more decorations on each part. Don't leave too much empty space. Treat it as a hole in a picture, that needs to be sewed (with deco in our case).
Music Sync: 1/1
Finally I can say something positive! Splendid job. You have done well. Although synchronisation can be also achieved, when you substitute jumps with free falls. Give it a try.
Summary: 2.2/10 - (Needs Improvement)
The "rebirth" needs another rebirth. Especially gameplay-wise. Eliminate spam by combining jumps (through holding a jump button) and orbs. Don't overuse orbs too long and make a good use out of darth's diagonal movement patterns when creating a route for it. Use at least 2 kinds of decorations for every separate part. The less they repeat, the better. Watch out for layers. You can refresh your editor by saving and quitting, then going back. Check, if all elements are displayed correctly and don't clip through each other. Now most important. PLAYTEST. Playtest a lot. Search for alternative paths, that were not intended and eliminate them. I hope you'll try again and show us what you're really capable of.
But I shall give the judgment of your level. Don't say "thank you". You're going to hate me for what I'm about to say.
Gameplay: 0/4
Just... No. It started promising. Simple jumps fooled me into thinking, that I might be playing something decent and casual but then... Whoever told you "invisible/slightly visible portals are great idea" is fucking wrong. They were designed with different colours/appearence for a reason. And that reason is to make a recognition of theirs functionality a lot easier. Making them disappear is the worst thing creator can do to make gameplay as horrendous as possible. Also orb's placement needs correction and that's because there were many times, when I jumped off a first orb and missed the next one due to flying over it. Same with platforms. Fun fact: During normal speed, when you make a platform 4 grids ahead of position destined to be jumped from, you're certain to land safely (100% of the times). Double speed is a little bit trickier. It forces you to create platforms between grids. Keep that in mind, when you're planning to create insta-jumps (My advise: to make jumps more accurate try to find a way to reduce the area destined to jump out from.). Coming back to orb subject. Most of them were useless, as I was able to skip them without consequences. What was frustrating was how spammy orb gameplay was. Try to use orbs as "jump extenders" instead of platforms. That way you'll create a level based more on skill and precision instead of luck or it's lack. But not even skips would force me to give a solid "0" for a "Gameplay" section. But this:
Absolutely... How unfortunate...
Design: 0.7/2.5
How do I put this... I see you tried hard but sometimes "motivation" is just not enough. Simplistic appearence is OK but "Same colour scheme - theme" doesn't have to be executed via "Ctrl + C ---> Ctrl + V". Hazards barely changed through the entire level. But the worst were bugged layers. If you made this level in earlier versions, then I shall be considered ignorant here, but if not, then you messed up quiet a bit.
Decorations: 0.5/2.5
They suffer the same fate as design + lack of blending on air deco hits hard. Parts are mostly empty or messy. I remember the beginning being kind of neat.
...And that's it. Deco here is forgetable. Experiment with blending and try to use more decorations on each part. Don't leave too much empty space. Treat it as a hole in a picture, that needs to be sewed (with deco in our case).
Music Sync: 1/1
Finally I can say something positive! Splendid job. You have done well. Although synchronisation can be also achieved, when you substitute jumps with free falls. Give it a try.
Summary: 2.2/10 - (Needs Improvement)
The "rebirth" needs another rebirth. Especially gameplay-wise. Eliminate spam by combining jumps (through holding a jump button) and orbs. Don't overuse orbs too long and make a good use out of darth's diagonal movement patterns when creating a route for it. Use at least 2 kinds of decorations for every separate part. The less they repeat, the better. Watch out for layers. You can refresh your editor by saving and quitting, then going back. Check, if all elements are displayed correctly and don't clip through each other. Now most important. PLAYTEST. Playtest a lot. Search for alternative paths, that were not intended and eliminate them. I hope you'll try again and show us what you're really capable of.