|
Post by NiTro451 on Aug 4, 2016 21:01:18 GMT -5
Psychodelic Horizon is out! I've tried to combine gameplay, design and music sync into a packed space themed level. Video on reply ID is 22338186.
|
|
|
Post by NiTro451 on Aug 5, 2016 14:52:32 GMT -5
Added video:
|
|
|
Post by Aelerity on Aug 7, 2016 19:04:53 GMT -5
This level looks really fun. In terms of gameplay. The colors look really nice together. IMO featured worthy.
|
|
|
Post by NiTro451 on Aug 9, 2016 21:20:49 GMT -5
This level looks really fun. In terms of gameplay. The colors look really nice together. IMO featured worthy. Thanks for the review
|
|
|
Post by NiTro451 on Aug 13, 2016 10:53:46 GMT -5
Can somebody review it? I really want to be judged...
|
|
|
Post by DaxD0w on Aug 13, 2016 13:31:04 GMT -5
Can somebody review it? I really want to be judged... It will be, soon. Yours hasn't been judged in a week whilst some people are waiting for months..
|
|
|
Post by Mechanguis on Aug 30, 2016 3:37:15 GMT -5
Psychodelic Horizon by NiTro451
Gameplay
Very fast-paced and fun gameplay. The level's gameplay reminds me of levels like Airitme and Motion, since they all have tons of transitions to keep the player on edge the entire time. Thankfully, there's still enough time given between transitions for the player to easily adjust to each of the new forms as they come along. A side effect of this, though, is that there were some transitions which moved the camera around a lot and made it disorienting for the player. Examples of these are the 52% and 59% UFO portal and the entire 70-73% segment where the wave moves downwards before abruptly hitting a ship portal. Although it helps that it's "safe" for the player immediately after hitting those transitions, it's still advisable to avoid using transitions like these in future levels since the player can still accidentally tap during those segments and die. Aside from that, though, the rest of the gameplay is still very good. Difficulty remains fairly consistent throughout the entire level with little difficulty spikes or drops. Obstacles are varied and many of the game's mechanics are used to enhance the gameplay, including teleportals and slopes. Nicely done. There's also a minor bug I found at 70% where you can miss the mini=portal and die when you enter the wave portal. It has something to do with how the jump rings are hit. Decoration
The designs in this level are simply superb. Although it sticks to the space theme, almost every single part has a different design and this keeps the level fresh and varied. Each designs transition smoothly from one another and it never looks strange or out of place. The block designs in the level are well-designed, utilizing different objects in its creation. The color choices were really good as well, with all of them fitting the space theme and whenever there were two or more, they complemented each other well. There were even some creative designs thrown into the mix, like the 45% space water. The only parts whose design I didn't like were the first ship and the 70% mini-wave dive. The first ship had way too much decoration to the point of being quite messy and it needs to be toned down. The mini-wave dive is empty could've used a bit of space custom BG with fog/stars to fill it in. These are just two minor flaws, though, and they don't mar the rest of the design. Music Sync
Transitions and effects matched very well with the notes and beats of the music, while the syncing of the cube/ball/robot jumps were good but could be a bit better. The design and colors fit in well with the space-y tone of the music. It was also nice how the level got more chaotic and fast-paced after the drop hit, as it should be. Overall: Amazing decoration and music sync with fun, fast-paced gameplay to boot. Definitely Feature-Worthy. Difficulty: 8 (it's easier than it looks)
|
|
|
Post by DaxD0w on Aug 30, 2016 11:13:39 GMT -5
Psychodelic Horizon by NiTro451
Gameplay
Very fast-paced and fun gameplay. The level's gameplay reminds me of levels like Airitme and Motion, since they all have tons of transitions to keep the player on edge the entire time. Thankfully, there's still enough time given between transitions for the player to easily adjust to each of the new forms as they come along. A side effect of this, though, is that there were some transitions which moved the camera around a lot and made it disorienting for the player. Examples of these are the 52% and 59% UFO portal and the entire 70-73% segment where the wave moves downwards before abruptly hitting a ship portal. Although it helps that it's "safe" for the player immediately after hitting those transitions, it's still advisable to avoid using transitions like these in future levels since the player can still accidentally tap during those segments and die. Aside from that, though, the rest of the gameplay is still very good. Difficulty remains fairly consistent throughout the entire level with little difficulty spikes or drops. Obstacles are varied and many of the game's mechanics are used to enhance the gameplay, including teleportals and slopes. Nicely done. There's also a minor bug I found at 70% where you can miss the mini=portal and die when you enter the wave portal. It has something to do with how the jump rings are hit. Decoration
The designs in this level are simply superb. Although it sticks to the space theme, almost every single part has a different design and this keeps the level fresh and varied. Each designs transition smoothly from one another and it never looks strange or out of place. The block designs in the level are well-designed, utilizing different objects in its creation. The color choices were really good as well, with all of them fitting the space theme and whenever there were two or more, they complemented each other well. There were even some creative designs thrown into the mix, like the 45% space water. The only parts whose design I didn't like were the first ship and the 70% mini-wave dive. The first ship had way too much decoration to the point of being quite messy and it needs to be toned down. The mini-wave dive is empty could've used a bit of space custom BG with fog/stars to fill it in. These are just two minor flaws, though, and they don't mar the rest of the design. Music Sync
Transitions and effects matched very well with the notes and beats of the music, while the syncing of the cube/ball/robot jumps were good but could be a bit better. The design and colors fit in well with the space-y tone of the music. It was also nice how the level got more chaotic and fast-paced after the drop hit, as it should be. Overall: Amazing decoration and music sync with fun, fast-paced gameplay to boot. Definitely Feature-Worthy. Difficulty: 8 (it's easier than it looks) Got ninja'd again lol. I was just gonna review this today. Anyhow, DEFINITELY feature worthy.
|
|
|
Post by NiTro451 on Sept 7, 2016 17:07:08 GMT -5
Psychodelic Horizon by NiTro451
Gameplay
Very fast-paced and fun gameplay. The level's gameplay reminds me of levels like Airitme and Motion, since they all have tons of transitions to keep the player on edge the entire time. Thankfully, there's still enough time given between transitions for the player to easily adjust to each of the new forms as they come along. A side effect of this, though, is that there were some transitions which moved the camera around a lot and made it disorienting for the player. Examples of these are the 52% and 59% UFO portal and the entire 70-73% segment where the wave moves downwards before abruptly hitting a ship portal. Although it helps that it's "safe" for the player immediately after hitting those transitions, it's still advisable to avoid using transitions like these in future levels since the player can still accidentally tap during those segments and die. Aside from that, though, the rest of the gameplay is still very good. Difficulty remains fairly consistent throughout the entire level with little difficulty spikes or drops. Obstacles are varied and many of the game's mechanics are used to enhance the gameplay, including teleportals and slopes. Nicely done. There's also a minor bug I found at 70% where you can miss the mini=portal and die when you enter the wave portal. It has something to do with how the jump rings are hit. Decoration
The designs in this level are simply superb. Although it sticks to the space theme, almost every single part has a different design and this keeps the level fresh and varied. Each designs transition smoothly from one another and it never looks strange or out of place. The block designs in the level are well-designed, utilizing different objects in its creation. The color choices were really good as well, with all of them fitting the space theme and whenever there were two or more, they complemented each other well. There were even some creative designs thrown into the mix, like the 45% space water. The only parts whose design I didn't like were the first ship and the 70% mini-wave dive. The first ship had way too much decoration to the point of being quite messy and it needs to be toned down. The mini-wave dive is empty could've used a bit of space custom BG with fog/stars to fill it in. These are just two minor flaws, though, and they don't mar the rest of the design. Music Sync
Transitions and effects matched very well with the notes and beats of the music, while the syncing of the cube/ball/robot jumps were good but could be a bit better. The design and colors fit in well with the space-y tone of the music. It was also nice how the level got more chaotic and fast-paced after the drop hit, as it should be. Overall: Amazing decoration and music sync with fun, fast-paced gameplay to boot. Definitely Feature-Worthy. Difficulty: 8 (it's easier than it looks) Thanks a lot for the review Indeed, some transitions were not good, that's what happens when I rush my levels, which I need to stop. The wave drop is too confusing and I need to consider that when making another level. The overdecoration is another problem which makes me feel like the level is too empty but it ends too decorated. Again, thanks for the feedback!
|
|