124 posts
Creator Points: 2
Favorite Level: I dunno.
Mini-Profile Name Color: {"image":"http://i.makeagif.com/media/12-06-2015/dmwPOK.gif","color":"0077ff"}
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Post by GMD Megabyte on Sept 6, 2016 5:35:45 GMT -5
I uploaded a new level with some new designs and ideas. It's not feature worthy imo, but probably worth a star.
ID:24606747 Name: Spectral Illusion Difficulty: Harder 6 *
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Post by thetoxicpig on Dec 23, 2016 7:38:47 GMT -5
First Impressions: This seems to be a pretty neat level with a focus on unique designs. Great! I'll use my regular standards listed below.
0-38% The gameplay here is quite average. The cube section is your standard slow start common in effect levels. One thing I do like about the ship section is that it's somewhat difficult; that is, it doesn't feel completely like filler. A lot of sync comes from the ship as well, something rare but highly appreciated in levels. I especially like the size changes to match the song. The cube sync is limited because the song is slower than the level pacing, which is fine. Gameplay: 8/10 Sync: 3/5
The design here is pretty original, as far as I know (my 2.0 experience is limited). I really like the custom background. For block design, you took good measures to make sure the rainbow blocks didn't completely clash with the pale gray by overlapping them, a nice touch. I also like the extra details you added in the spikes and orbs. The white outline of the blocks sometimes sticks out, but this is just nitpicking. The block design in the ship segment is pretty unique as well, and I like your use of the breakable blocks on top of invisible ones, but the inconsistent rainbow orientation makes the player a little dizzy and makes your level seem unpolished. This section could also use a bit more regular decoration so there's something besides the background and foreground, but this segment overall seems decent. It's relaxing to the eye as well, fitting for the song. Design: 7/10
38-70% The gameplay here is again decent, but because there is little to no sync, the overall gameplay itself suffers. There is a bug at the ball transition; make sure the level works no matter where the player enters the portal. You also limit the visibility of the player here, something I'll digress on more in the design section. This is a big no-no. Overall, the gameplay here isn't bad on its own, but because it's lacking sync and the visibility is limited, the gameplay here gets a low rating. Gameplay: 4/10 Sync: 0.5/5
The design in this section is greatly hindered by the flashy custom background. Limiting the visibility of a player is NEVER a good idea. You also used purple and yellow, contrasting colors which can work well together but not in flashes or the glowing objects. The block design is super simple, which is normally okay when the custom background is the focus, but because the blocks OVERLAP the custom background rather than hide it, it makes for a more cluttered mess. The pulsing triangles and circles are the main guidelines to tell the player where to go, and adds a bit of extra decoration, but the orientation on them is really choppy and they're too closely spammed in the wave section. There should also be more biger and thicker block structures; too many spikes on one block columns are aesthetically displeasing. Finally, when the player switches from the wave to the cube, you can see part of the wave obstacle's block structure. Always build up as to hide this, as it makes your level seem unfinished. Design: 2/10
70-End The gameplay here is the calmest, and is a nice way to end this level. There are no major bugs other than when the player occasionally goes off the screen and reaches the end of the custom background, a bit awkward. Add invisible spikes to make the player die faster in these sections and check every possible input the player can make. For the sync, there are no definitive jumps which particularly matches with the song, but the fast, ongoing nature of the cube and robot fits the repetitive melody and upbeat tempo of this part of the song. Gameplay: 7/10 Sync: 3/5
The custom background here, despite using the same colors as the previous background, is much more calming to the eyes. The reason is because the colors are blended better together and the opacity is a bit lower, reducing the impact. I like the skewed lines in the custom background; they provide variety and diversify what would be a boring custom background. As for the block structures, they're quite simple, but they serve their purpose. They're fitting because they really let the player look at the custom background, rather than the details in the blocks. Again, there is a lack of deco, but that has the least meaning here because the highlight is really the custom background and its smooth, pale auras of color. Design: 6/10
Total: Gameplay: 19/30 Design: 15/30 Sync: 6.5/15 Grand Total: 40.5/75 Rating: Decent
Final Comments: The gameplay itself is generally okay; it was mainly the flashiness and clutter of the second section that brought the rating down. I also wish the level would be a bit longer with more independent sections (something other than rainbow, yellow, and purple), as length is an important part in gameplay and leaves room for more design. If Robtop looked at it, it would probably get star rated, as it's not garbage, but you're right, it's not feature worthy.
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