I dunno why I feel like it is my job to complete the level I gonna rate. 10694 atmps I would say this is a hard demon.
Indeed, practice mode bug is the biggest problem had ever existed in geometry dash without a solution. Yet, thanks for your auto version. This level had a great background effect, showcased your skillz on applying 2.0 effects into your level.
The cube segment from 0% to 17% could be further improved. (I have a bad habit of repeating) I like the gameplay of the first 5% with the blocs moving one by one out of the ground. The background was perfect, no flaws or any broken parts I could find. Also, there was no awkward opening (the kind of opening that takes forever). The music sync was also good. The mini cube part, from 6% to 16%, however, did not keep the style of the moving platforms. I think this is fine, yet it would undoubtedly reduce how fun the gameplay is. As for the deco, I had just found the blue light was actually moving, which meant that you had actually created a great 2.0 moving background effect. Yet, as I had said in the previous comment, the level still feel quite empty even though it was filled with blue light. Also in bloc design could be added.
I would rate this part 6/10
I would rate 17% to 29% together, bcz dat just seemed to be the same. The ufo part has a good gameplay, which was fun despite being frikin hard. The wave part had platforms which moves towards each other, which made the space even tighter. The ship part had provided a platform for transition to the straight fly, which I appreciate that very much. The robot part had mini robot jumps, which made it very hard to master. The ball part even had circular spikez, which was a good placement there despite being unoriginal. The ship segment had a tight orb-ing space, which was quite challenging. The spinning obstacles right before the mini wave part were cancerous - it depends very much on how you hit that blue orb, which I would recommend omitting the upper obstacle. I like the transition to the mini wave part- it is not buggy at all if you had managed to pass thru the spikez. Yet, this part is still hard to master. The gameplay had a great music sync. The decoration of this part had still existed the same problem with the first part, which was again a lack of in bloc designs. Yet, the background effects were still great. I like how you are not sticking to one color or one design. Though I think it would be better if the white moving-up-and-down decorations could be put at the back, leaving the gameplay part at the front. This could be done by changing the Z-layer or the Z-order of the object (both found in the “edit group”). Also, I would suggest adding spikez to the platforms of the wave segment. Moreover, I would recommend adding spikez used in the ball segment at the bottom to be applied to other parts.
I would rate this part 6.5/10
For 30% to 43%, the gameplay was even harder but I like this part more. First of all, the transition from the previous mini wave part is quite problematic, although a ball segment had been placed to try to make a smooth transition. The portal could be placed a bit diagonally (perpendicular to the slope) so that the player would not end up crashing to the ground (the flat part there). The cube part had a great sync with the music and it is fun to play with. The mini ufo transition is hard to master since it again depends on how you hit the blue orb and jump to the portal. I would recommend adding a platform and a jump pad so that the player will enter the portal the same way every time. The purple orb after the ship portal could be made bigger, I ended up failing 3 times there because of not hitting the orb. The ball part was not too challenging, it is fun to play with. The wave part, I think, is one of the hardest parts in the level. Again, spikez could be added to the platform. Also, one thing I would recommend is that the mini portal there could be half-opacity-ed. More in bloc design could be added and maybe some platforms could fill the empty space.
I would rate this part 6.5/10
This cube dual part is one of the greatest part of the level (43% to 57%). Not to mention how much effort it had been put on the rotating objects at the back, the foreground rainbow bloc design was also great. The blockz had kept changing color, which created an original in bloc rainbow effect. However, it would be even better if it is framed with white outlines. Another thing I would definitely recommend is that the jump pads should be on a platform. Placements of jump pads existing as pairs would not only cause bugs to appear more frequently, but also make it look not so good. Other than that, the part was very good and firkin hard.
I would rate this part 7/10
This ball and wave part was so hard (thug life)(57% to 70%). First of all, I would recommend adding a jump pad and slice the ball down like what it had been done in 30% because the purple orbs and the “cannot jump” platform there will require a very short click which will lead to an awkward transition. Also, why is there keys? I did not miss the keys even for a single time so I am not sure why are they there. If you want to create effects like “you dun get it you die” effect in Duelo Maestro I would recommend using spikes and platforms to force the player into it instead- it is not a two-player level after all. Also, the line in the middle of the block at 62% could be
omitted, and there is a noticeably broken part at 66%.
It was a challenging dual. 6.5/10
The copter ball at 70% to 84% was the part, I think, with the best placements. It was not too hard, and not buggy (you don't see that everyday XD). The reason I would regard it as the best bloc placement part is that the bloks were not placed as one whole platform, which was unlike your previous parts. Also, the background effect back there was amazing that the rotating-in-an-orbital effect was created flawlessly and probably originally (I bet you got the idea from Scorch-the Sea1997 cc2 level). Yet, one thing I would recommend is that the spikes can be created not to follow the player, but move very slowly instead. (probably at a ratio of 1200X every 10 secs). Other than that, everything was great.
You don’t see that everyday XD 8/10
The ship segment following would be decent (84%-91% with ufo part included). The ship part had a good gameplay. A larger variety of obstacles could be used at the ufo segment. As for the deco, empty spaces were filled by the diagonal blocs, while a wider diversity of deco could be used of course. Yet, one thing I had noticed is that there is a broken part of glowing stuff in the left and right part of the screen. The cube segment at the end could be improved (92%-100%). More blocks could be used to fill up the empty spaces on the top of the screen to make the part with less empty space and more confusing. I also appreciate your concept of forcing players to hit the green orb at a specific time using a saw blade to prevent bugs at 98%.
I would rate both parts 6/10
Overall scoring : 6 x (17%-0%) + 6.5 x (29%-17%) + 6.5 x (43%-30%) + 7 x (57%-43%) + 6.5 x (60%-57%) + 8 x (84%-70%) + 6 x (91%-84%) + 6 x (100%-91%) = 5.9
It would fall to “need improvement”, but moderators can you give it a low-end “decent”? I think the background effect
was great.
With all this said, you level isn't a bad one. Instead, it should be a stepping stone which you could probably achieve better ranks next time. The level showcased your true skills in making 2.0 effects, as you pulled off every effect in the level flawlessly. I would hope to see you on the boards again and it would undoubtedly be by pleasure to review your levels.