Post by Lumpy on Feb 20, 2016 15:45:14 GMT -5
This is a review of: Space Battle by sasukoso
Gameplay(1.5/4): Overall, the level suffered from bugginess and bad transitions. In many areas making the character jump at what seems like the right time will kill them somehow, especially on orb presses. Additionally, some transitions (such as the one to the first ship and the one to the dual part) require knowing exactly what it going to be up next in order to not die, and that is bad design. Be sure to test your level a lot so all the jumps work as expected, and try to play it in the eye of someone who doesn't know the layout of the level yet, adding arrows, warnings, etc. Additionally, several auto parts were out of place and unnecessary, such as the ones in the wave parts and uni-block ball part. One thing the level does right, though, is refraining from repetition, there are not parts where the gameplay gets just plain boring. The bossfight was also good as far as bossfights go because of the variation in gameplay and the combinational use of lazers and obstacles.
Decoration(1/3): Many parts of this level need more decoration, such as the square part with the invisible buzzsaws, and most of the second half of the level tbh. Other parts are fine, but overall nothing looked particularly stellar. I liked your use of colors, nothing was too monochrome or too contrasting. Be sure not to copy-and-paste too much, most of the level did fine in that manner but in the final ball part it got rather tiring to see just single blocks by themselves everywhere, and the square part with the invisible buzzsaws was pretty lame since the same structure was copy/pasted 8 times over.
Musical Affinity(1.5/3): Decoration-wise this isn't so bad, the theme and colors of the level really fit with the music. Some effects now and again match up with the music too, especially the lazers in the last ball part and bossfight (having that sync was a nice touch). The background could have been more animated, but it was good enough. The main issue holding you back here in the gameplay sync, while the general style of gameplay fits the music the individual jumps and obstacles are kind of random, they don't match the music as much as they should. And many speed changes along the way were unecessary (such as those in the dual ball). Next time, work on that and when you have no ideas for the gameplay of the section then use the melody and beats of the music as a guide.
Originality(1x): For the most parts, no issue here. Is pretty average in terms of usage of unique designs and well-known designs. But the boss at the end looks a little too similar to the one in Deadlocked v3, be careful of that or people will accuse you of copying.
Overall(4/10): This belongs in Decent. Its not quite worth a star rating yet, but its getting there– at this point, you're creating above-average levels compared to other stuff in the recent section. Good job :D
Gameplay(1.5/4): Overall, the level suffered from bugginess and bad transitions. In many areas making the character jump at what seems like the right time will kill them somehow, especially on orb presses. Additionally, some transitions (such as the one to the first ship and the one to the dual part) require knowing exactly what it going to be up next in order to not die, and that is bad design. Be sure to test your level a lot so all the jumps work as expected, and try to play it in the eye of someone who doesn't know the layout of the level yet, adding arrows, warnings, etc. Additionally, several auto parts were out of place and unnecessary, such as the ones in the wave parts and uni-block ball part. One thing the level does right, though, is refraining from repetition, there are not parts where the gameplay gets just plain boring. The bossfight was also good as far as bossfights go because of the variation in gameplay and the combinational use of lazers and obstacles.
Decoration(1/3): Many parts of this level need more decoration, such as the square part with the invisible buzzsaws, and most of the second half of the level tbh. Other parts are fine, but overall nothing looked particularly stellar. I liked your use of colors, nothing was too monochrome or too contrasting. Be sure not to copy-and-paste too much, most of the level did fine in that manner but in the final ball part it got rather tiring to see just single blocks by themselves everywhere, and the square part with the invisible buzzsaws was pretty lame since the same structure was copy/pasted 8 times over.
Musical Affinity(1.5/3): Decoration-wise this isn't so bad, the theme and colors of the level really fit with the music. Some effects now and again match up with the music too, especially the lazers in the last ball part and bossfight (having that sync was a nice touch). The background could have been more animated, but it was good enough. The main issue holding you back here in the gameplay sync, while the general style of gameplay fits the music the individual jumps and obstacles are kind of random, they don't match the music as much as they should. And many speed changes along the way were unecessary (such as those in the dual ball). Next time, work on that and when you have no ideas for the gameplay of the section then use the melody and beats of the music as a guide.
Originality(1x): For the most parts, no issue here. Is pretty average in terms of usage of unique designs and well-known designs. But the boss at the end looks a little too similar to the one in Deadlocked v3, be careful of that or people will accuse you of copying.
Overall(4/10): This belongs in Decent. Its not quite worth a star rating yet, but its getting there– at this point, you're creating above-average levels compared to other stuff in the recent section. Good job :D