First Impressions (I reached 34% on my first few attempts): I really like the style this level was built in. The block design seems to rely on custom BGs more than the actual blocks, but it was well executed in the first part. I absolutely loved the dual ball. Easy duals are one of the rarest but in my opinion best parts of easy levels. This level seems to focus the most on effects, but the gameplay is simple and fun. The sync was unimpressive during the cube, but in the ball it was done in a very nice way. x1.1.
Gameplay: 8.5/10; Comments: The gameplay in this level is very simple. Some small things, such as the jumps at 9 and 10% (which would have felt more natural if they were done with purple pads) could have been done better, but the dual ball gameplay from 25 - 29% felt very simple but challenging at the same time, and I loved that part. The moving gameplay during the first ship was also very interesting. I noticed a few bugs. 1.) During the ball at 25%, you could miss the green orb and still live, 2.) If you don't have the exact correct timing during the dual ball at 25% you will fall in to the gap between the 2 platforms and die, and 3.) You can miss the gravity portal at 46%. The fast gameplay was very well done, but some of the transitions were bad, as was the one from the first ball into the first ship.
Design: 6/10; Comments: This level doesn't really have much design. In the first cube, the blocks were well placed, but the block design mainly relied on the pulsing hexagons in the background. The ball was just made of black blocks, but the way they overlapped looked nice. The ship was horrible. It was nothing but black blocks. No design, just black blocks. The fast part also was just clear pink blocks, but it didn't really contrast to the background which made it look better than it would against a red background for instance. There were some small 1.5 thorns inside the blocks, but they didn't add much. Even though the design barely existed, the way it was made was executed well, and looked aesthetically pleasing. Nice use of blending during the fast part though!
Decoration and/or Effects (if applicable): 9.5/10; Comments: This was definitely the best aspect of the level. The moving background along with the pulsing hexagons during the first cube added a pleasing aesthetic to the level, but the semicircles during the same part detracted from it. I also loved the colors in this level. The pillar effect during the first ball was beautiful, and probably my favorite. The "radio wave" effect in the ship is something very unique that I have never seen before, and the way it was done reminds me of Don't Cry. The moving lines during the fast part add to the feeling of speed, and the huge pulsing hexagons are beautiful. You definitely used blending well, and the last part was definitely the best at decoration. Side Note: When you hit the LDM key it says "Low Detail Actived" instead of "Low Detail Active" or "Low Detail Activated"
Sync: 2.8/3 (I was only able to get to 34% consistently so I'm only judging that part, hence out of 3); Comments: This level has good sync, but it's a bit hard to notice it. At 6%, if you look closely, you can see the transition, but since there is no background flash it's hard to notice it. Same with 10 and 14%. They were much easier to notice during the ball due to the FOV decreasing and the speed slightly increasing when the music changed.
Overall: 29.48/33, or 89%. I would suggest lower end Feature Worthy.
Last Edit: Dec 20, 2016 20:39:23 GMT -5 by Spadekilla
Judging: 4 categories, each out of 10, out of 40 (Gameplay, Design, Decoration, Sync) Good First Impressions can give you a multiplier of 1.25x. IGN: [Space]YourBuddy Join Sheosanthia, a clan owned by me, Akari, and Chryses! discord.gg/n9BnZca