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Post by Starfall on Apr 26, 2016 21:38:34 GMT -5
17410291 no video maybe 8*
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Post by haastregt on May 24, 2016 15:29:27 GMT -5
*Side note: I have played this level in normal to 65%, the other parts in practise because the memorization was too bad for me xD)* Gameplay - The gameplay is quite enjoyable except for the bossfight. But that's with 9 out of 10 of the bossfights. But lets start positive: The gameplay is quite enjoyable because it has variation in the gamemodes, there are speed changes and you have a good use of orbs and gravity switches. I don't feel like I am doing repetitive stuff either. But at the bossfight, I have a couple points bothering me. First of all, bossfights are often a bit to memorization heavy and you have (almost) no time to react. There are no warnings at all and the sequence of the bossfight is unpredictable. Also, you can stay down most of the time which makes it not that good of a gameplay either. Another slight problem I had was that it wasn't really clear where you could stand at the first cube part because of all black 3D blocks. Score for gameplay: 2.5/4 Design - The design was well-fitting and looked cool, but it wasnt alot of variation. I am glad you changed the background clutter every once in a while, but still a big part of the level was made of spamming a certain object with low opacity + the rotated music squares. A bit more variation would look better, like you did with the first ball part and the ufo part before the drop. Also, besides those two things there wasn't really anything else in terms of decoration, which makes the whole looks depend on those two things. Because the clutter gave it quite some unplainness ( ) it isn't too bad, but it could still be better to add some other decoration form. I also like how the boss and his attacks looks, except for the spikes which seem a bit plain and out of place. Also, I like the shaking at the end . Score for design: 2.5/4 Music sync - Note that this is only up to 65%. The music sync was good gameplaywise. The presses and changes of gamemodes/gravity were well synced to the music. Designwise, you used the music items, which is a good start at making the music sync with the design, but that could be done better with pulsing or even moving items. I like that the ambience that the level design makes matches the music too, though (if you get what I mean ). Score for music sync: 1.5/2 Originality x0.95, because of two reasons. The first is that those clutter backgrounds aren't that original, they are quite often used in these kind of space levels. Second reason is that bossfights aren't that original, those are also used quite often. Total score: 6.175, putting you at good levels Dont give up creating levels, I checked out your other level premolition and I think that one is really well done (I personally like that one more than this one), I think you can make some really good levels with some practise (oh, and try the 'dont fade' checkmark at the group section )
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Post by Mechanguis on Jun 2, 2016 3:41:45 GMT -5
Gonna have to disagree a bit with Haastregt here.
Gameplay Like Haastregt mentioned, there are a ton of different forms and mechanics in the level which helps to keep the gameplay interesting and varied. The level also had some fast-paced parts at the start and in the second half to keep the player on their toes.
Unfortunately, the boss fight in the second half has many unexpected moving obstacles moving towards you with no warning and requires trial-and-error in order to be able to complete it. Also, when the two "gears" start attacking you, it's very easy to skip past it by staying at the top/bottom. There should be more warnings to where the obstacles will appear to be more fair to the player, and spike floors should be added to the top and bottom of the bossfight segment so that the player can not avoid all the obstacles by simply sticking to one side.
Also, the difficulty in this level is very unbalanced. The first cube and the bossfight are definitely 8 stars difficulty, but the part in between are more like 5 or 6 stars. The parts in between should be buffed a bit to make the difficulty more consistent, so that it will be less tedious and more challenging to the player.
Overall: 8/20
Decorations My thoughts on the decorations are the same as Haastregt's. The design is very space-like but the laser custom BG that's used in almost all of the parts and the bossfight is pretty unoriginal since it's used in almost all of the 2.0 space effect levels. There was also very little variation in the decorations aside from the first ball, and the laser custom BG got repetitive. Try to use more creative and original custom BGs in the level to make it stand out more from the other 2.0 space effect levels.
The bossfight had some excellent designs, though, like the gears that attack you, and the shaking in the last part was cool and was a nice ending to the level.
Overall: 10/20
Music Sync/Flow The transitions are well-synced to the changes of the music, although the cube and robot jumps could use more syncing. The bossfight attacks were very well-synced to the notes of the music, and the chaotic shaking in the final UFO really fit well to the chaotic dubstep tune of the music in that part.
The level design complemented the tone of the music really well, with the first half being space-y and the second half being chaotic and fast-paced. Great job here.
Overall: 16/20
Overall: 34/60, Decent
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Post by kiriE on Jun 4, 2016 11:42:56 GMT -5
*Side note: I have played this level in normal to 65%, the other parts in practise because the memorization was too bad for me xD)* Gameplay - The gameplay is quite enjoyable except for the bossfight. But that's with 9 out of 10 of the bossfights. But lets start positive: The gameplay is quite enjoyable because it has variation in the gamemodes, there are speed changes and you have a good use of orbs and gravity switches. I don't feel like I am doing repetitive stuff either. But at the bossfight, I have a couple points bothering me. First of all, bossfights are often a bit to memorization heavy and you have (almost) no time to react. There are no warnings at all and the sequence of the bossfight is unpredictable. Also, you can stay down most of the time which makes it not that good of a gameplay either. Another slight problem I had was that it wasn't really clear where you could stand at the first cube part because of all black 3D blocks. Score for gameplay: 2.5/4 Design - The design was well-fitting and looked cool, but it wasnt alot of variation. I am glad you changed the background clutter every once in a while, but still a big part of the level was made of spamming a certain object with low opacity + the rotated music squares. A bit more variation would look better, like you did with the first ball part and the ufo part before the drop. Also, besides those two things there wasn't really anything else in terms of decoration, which makes the whole looks depend on those two things. Because the clutter gave it quite some unplainness ( ) it isn't too bad, but it could still be better to add some other decoration form. I also like how the boss and his attacks looks, except for the spikes which seem a bit plain and out of place. Also, I like the shaking at the end . Score for design: 2.5/4 Music sync - Note that this is only up to 65%. The music sync was good gameplaywise. The presses and changes of gamemodes/gravity were well synced to the music. Designwise, you used the music items, which is a good start at making the music sync with the design, but that could be done better with pulsing or even moving items. I like that the ambience that the level design makes matches the music too, though (if you get what I mean ). Score for music sync: 1.5/2 Originality x0.95, because of two reasons. The first is that those clutter backgrounds aren't that original, they are quite often used in these kind of space levels. Second reason is that bossfights aren't that original, those are also used quite often. Total score: 6.175, putting you at good levels Dont give up creating levels, I checked out your other level premolition and I think that one is really well done (I personally like that one more than this one), I think you can make some really good levels with some practise (oh, and try the 'dont fade' checkmark at the group section ) Gonna have to disagree a bit with Haastregt here.
Gameplay Like Haastregt mentioned, there are a ton of different forms and mechanics in the level which helps to keep the gameplay interesting and varied. The level also had some fast-paced parts at the start and in the second half to keep the player on their toes.
Unfortunately, the boss fight in the second half has many unexpected moving obstacles moving towards you with no warning and requires trial-and-error in order to be able to complete it. Also, when the two "gears" start attacking you, it's very easy to skip past it by staying at the top/bottom. There should be more warnings to where the obstacles will appear to be more fair to the player, and spike floors should be added to the top and bottom of the bossfight segment so that the player can not avoid all the obstacles by simply sticking to one side.
Also, the difficulty in this level is very unbalanced. The first cube and the bossfight are definitely 8 stars difficulty, but the part in between are more like 5 or 6 stars. The parts in between should be buffed a bit to make the difficulty more consistent, so that it will be less tedious and more challenging to the player.
Overall: 8/20
Decorations My thoughts on the decorations are the same as Haastregt's. The design is very space-like but the laser custom BG that's used in almost all of the parts and the bossfight is pretty unoriginal since it's used in almost all of the 2.0 space effect levels. There was also very little variation in the decorations aside from the first ball, and the laser custom BG got repetitive. Try to use more creative and original custom BGs in the level to make it stand out more from the other 2.0 space effect levels.
The bossfight had some excellent designs, though, like the gears that attack you, and the shaking in the last part was cool and was a nice ending to the level.
Overall: 10/20
Music Sync/Flow The transitions are well-synced to the changes of the music, although the cube and robot jumps could use more syncing. The bossfight attacks were very well-synced to the notes of the music, and the chaotic shaking in the final UFO really fit well to the chaotic dubstep tune of the music in that part.
The level design complemented the tone of the music really well, with the first half being space-y and the second half being chaotic and fast-paced. Great job here.
Overall: 16/20
Overall: 34/60, Decent I've read through your reviews and played the level, and I've gotta agree with MechaAnguis here, both the design and the gameplay needs work. My thoughts is summed up in most of Haastregt's review and almost everything in MechaAnguis' review. Moving to decent levels.
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