Post by cthulu on Mar 3, 2017 11:13:37 GMT -5
Possibly the last review?!??! Btw, nice to be reviewing another one of zoroamaster’s levels :]
Gameplay
First and foremost there were no noticeable game breaking bugs, which is fantastic. However this does not mean that there were no bugs. At the end transition of the ball part a late tap on the blue orb kill the player every time, there is also an odd transition into the last cube part, but I will address that in the decoration segment of this review. Your lack of game breaking bugs doesn’t quite compensate for the lack of interesting gameplay throughout the level. For an experienced player the gameplay in this level wouldn’t exciting and/or memorable. Just a tap here or there to prevent from dying. In some sections the level doesn’t even synchronize well, primarily the ship and ufo parts, where the player would have a difficult time distinguishing between what part of the song you’re trying to synchronize to, if at all. The gameplay towards the end does get more exciting and does manage to hit the level of fun, but easy gameplay. For future reference I give you this tip, keep your audience engaged, make them think a little bit because, after all, you wouldn’t just want to give away the stars, right?. As for the bug in the ball part it’s nothing that some invisible gravity portals can’t fix, just put a second layer a little bit more spaced out, but invisible.
Gameplay score: 7/10
-2 for lack of interesting gameplay
-1 for bug at ball part
Decoration/block design
Ok, where should I begin? I’ll start at the planet art, good design, we’ll rounded, great use of blending to give it background some depth. This planet art could use a little bit more work though, as it does ‘misrepresent’ the shape of any recognizable, fictional or non-fictional, mass of land. But the most noticeable aspect of this whole first section is the genuine lack of ANY block design, which could’ve really made this first part come completely together. The ship part wasn’t too bad, but merely changed up the earth decoration to hide behind the platform, which was an amazing thought, but barely noticeable, and added a couple more, unproportional, bodies. The background here was filled, which is a good thing, but it doesn’t necessarily make the level look much better, as it reuses a lot of aspects from the fist part. At least I could say that some attempt at bloc design was made here, being with the revelation of the earth’s details and the gears. The ball part :/. The background was a great concept, a pulsing curved background, but it was too static, literally nothing moved in that whole section unless you got the key from the previous section. And the block design was, yet again, a blank canvas. The end, personally my favorite part of the level, showcased brilliant art with moving objects (love the shooting star) and an honest attempt at block design.
In the future I suggest making sure your art is accurate and most importantly filling in the empty spaces in your block design. There are tons of features out there, take a look at how they use block design in their levels and implement something like that to your levels. As good as your art is you’re not at the point where you can solely rely on bg deco yet.
Decoration score: 5/10
-3 for lack of block design throughout the level
-1 for inaccurate art, as well as copy pasted art.
Concept
The entire idea of a space themed level was played out in 2.0 and to be completely honest, unless you’re bringing something astounding to the table the idea of a space themed level merely brings up the thought of “oh, another one.” Although your attempt at decoration was it didn’t really distinguish yourself from the space themed levels, but that isn’t to say that it just got jumbled up in the blur either. One of the peaks of this level was the last part, looking up into space, which is something that these levels don’t implement all too often. Although the ball part was out of place for this level I believe that it can be forgiven by the last part.
In the future make your levels unique to you.
Concept score 5/10
+/- 0 to base 5/10 for not implementing any interesting gameplay and/or decoration mechanics to the level.
Final score
((G+D+C)10)/3=R
R/10= final score
Final score= 6/10 (high end)
DECENT
Hope to see you again soon
Gameplay
First and foremost there were no noticeable game breaking bugs, which is fantastic. However this does not mean that there were no bugs. At the end transition of the ball part a late tap on the blue orb kill the player every time, there is also an odd transition into the last cube part, but I will address that in the decoration segment of this review. Your lack of game breaking bugs doesn’t quite compensate for the lack of interesting gameplay throughout the level. For an experienced player the gameplay in this level wouldn’t exciting and/or memorable. Just a tap here or there to prevent from dying. In some sections the level doesn’t even synchronize well, primarily the ship and ufo parts, where the player would have a difficult time distinguishing between what part of the song you’re trying to synchronize to, if at all. The gameplay towards the end does get more exciting and does manage to hit the level of fun, but easy gameplay. For future reference I give you this tip, keep your audience engaged, make them think a little bit because, after all, you wouldn’t just want to give away the stars, right?. As for the bug in the ball part it’s nothing that some invisible gravity portals can’t fix, just put a second layer a little bit more spaced out, but invisible.
Gameplay score: 7/10
-2 for lack of interesting gameplay
-1 for bug at ball part
Decoration/block design
Ok, where should I begin? I’ll start at the planet art, good design, we’ll rounded, great use of blending to give it background some depth. This planet art could use a little bit more work though, as it does ‘misrepresent’ the shape of any recognizable, fictional or non-fictional, mass of land. But the most noticeable aspect of this whole first section is the genuine lack of ANY block design, which could’ve really made this first part come completely together. The ship part wasn’t too bad, but merely changed up the earth decoration to hide behind the platform, which was an amazing thought, but barely noticeable, and added a couple more, unproportional, bodies. The background here was filled, which is a good thing, but it doesn’t necessarily make the level look much better, as it reuses a lot of aspects from the fist part. At least I could say that some attempt at bloc design was made here, being with the revelation of the earth’s details and the gears. The ball part :/. The background was a great concept, a pulsing curved background, but it was too static, literally nothing moved in that whole section unless you got the key from the previous section. And the block design was, yet again, a blank canvas. The end, personally my favorite part of the level, showcased brilliant art with moving objects (love the shooting star) and an honest attempt at block design.
In the future I suggest making sure your art is accurate and most importantly filling in the empty spaces in your block design. There are tons of features out there, take a look at how they use block design in their levels and implement something like that to your levels. As good as your art is you’re not at the point where you can solely rely on bg deco yet.
Decoration score: 5/10
-3 for lack of block design throughout the level
-1 for inaccurate art, as well as copy pasted art.
Concept
The entire idea of a space themed level was played out in 2.0 and to be completely honest, unless you’re bringing something astounding to the table the idea of a space themed level merely brings up the thought of “oh, another one.” Although your attempt at decoration was it didn’t really distinguish yourself from the space themed levels, but that isn’t to say that it just got jumbled up in the blur either. One of the peaks of this level was the last part, looking up into space, which is something that these levels don’t implement all too often. Although the ball part was out of place for this level I believe that it can be forgiven by the last part.
In the future make your levels unique to you.
Concept score 5/10
+/- 0 to base 5/10 for not implementing any interesting gameplay and/or decoration mechanics to the level.
Final score
((G+D+C)10)/3=R
R/10= final score
Final score= 6/10 (high end)
DECENT
Hope to see you again soon