[ti]Hard[/ti]Team Crystal by MightyCoollego [5 Stars] [Youtube Video]
Feb 18, 2017 15:47:40 GMT -5
MightyCoollego likes this
Post by Rexone on Feb 18, 2017 15:47:40 GMT -5
MightyCoollego
Gameplay: 7/20 (Decent)
The gameplay in this level is rather boring, but it isn't too buggy.
The main problem I have with the gameplay is the beginning part up to 48%. It mostly consists of simple jumps without variation. There's also an overload of riding platforms without action. The custom orbs aren't used too well, as the parts they're used at are forced to look ugly and there's not much of a strategy to them, they just feel like some other orbs to hit. Additionally, the game-mode remains cube for this entire section (which is nearly half the level). Going too long without a game-mode switch can start to get boring, especially when there isn't much going on to start with.
At the drop, the gameplay starts to get a bit more interesting but it still remains repetitive. The first ship part is a bit too spread out and I think the clustered gravity portals are ugly, even though they support the sync. After that part, the gameplay is smooth and fun to play but repeats itself a bunch. The most repeated part is the spider, which has three separate drawn out parts with exactly the same gameplay. However, the gameplay is still engaging and keeps you focused as the spaces are slim.
The setup of the level is not ideal. The first half of the level is an extremely easy slow cube. Then the drop, though it's not exactly hard, is still a difficulty spike. Whenever you die on the drop, you have to go through the slow cube again. Particularly, the spider is easy to mess up on. And that's right at the ending of the level.
On a bright note, the player always enough time to react. If you can combine this with less repetitive and more interesting gameplay, your gameplay will seriously improve.
Design: 4/20 (Needs Improvement)
The design was very minimal. The entire level used different 2.1 blocks without variation or extra design. The air deco consisted of just clouds and lasers and barely varied through the level. If you want to make an original 2.1 style level, don't use the Fingerdash color scheme, make sure to use variation, and add more to the block design.
Sync: 2/10 (Needs Improvement)
The sync was clearly attempted, but most timings were off from the music and some jumps were made that didn't even hit any note. The worst sync was at the spider part. There were some note that hit, but for the majority of that mode, it just felt like it was doing its own thing. The best sync was at 60%-67%.
One major point about sync in general I want to bring up is that there should only be one position on the x-axis that you're hitting a speed portal. At 15%, the blue speed portal can be hit on various places on the x-axis depending when you hit the yellow pad before it. Though this doesn't throw off the sync too bad, it still does enough and multiple instances of this can add up.
Originality: 0.90x
The beginning was entirely copied from Fingerdash and the entire level uses only 2.1 blocks with no variation.
Coin Placement: N/A (exempt from final score)
Overall: 11.7/60
NEEDS IMPROVEMENT
This level needs improvement in many categories. The gameplay needs to be made more interesting and less repetitive. The design needs to be more than just the basic 2.1 blocks. This is not necessarily a "bad" level though, as I still had some fun playing it.
Her's an example of a great Fingerdash-style level that you can take some inspiration from: youtube.com/watch?v=Pa52j7nF9dY
Difficulty: 4
Feel free to ask questions or for elaboration.
If you aren't satisfied with this review, you may tag another level judge.
This review was made for the Level Judging Test, so it should NOT be moved off of the panel into its given category.
Gameplay: 7/20 (Decent)
The gameplay in this level is rather boring, but it isn't too buggy.
The main problem I have with the gameplay is the beginning part up to 48%. It mostly consists of simple jumps without variation. There's also an overload of riding platforms without action. The custom orbs aren't used too well, as the parts they're used at are forced to look ugly and there's not much of a strategy to them, they just feel like some other orbs to hit. Additionally, the game-mode remains cube for this entire section (which is nearly half the level). Going too long without a game-mode switch can start to get boring, especially when there isn't much going on to start with.
At the drop, the gameplay starts to get a bit more interesting but it still remains repetitive. The first ship part is a bit too spread out and I think the clustered gravity portals are ugly, even though they support the sync. After that part, the gameplay is smooth and fun to play but repeats itself a bunch. The most repeated part is the spider, which has three separate drawn out parts with exactly the same gameplay. However, the gameplay is still engaging and keeps you focused as the spaces are slim.
The setup of the level is not ideal. The first half of the level is an extremely easy slow cube. Then the drop, though it's not exactly hard, is still a difficulty spike. Whenever you die on the drop, you have to go through the slow cube again. Particularly, the spider is easy to mess up on. And that's right at the ending of the level.
On a bright note, the player always enough time to react. If you can combine this with less repetitive and more interesting gameplay, your gameplay will seriously improve.
Design: 4/20 (Needs Improvement)
The design was very minimal. The entire level used different 2.1 blocks without variation or extra design. The air deco consisted of just clouds and lasers and barely varied through the level. If you want to make an original 2.1 style level, don't use the Fingerdash color scheme, make sure to use variation, and add more to the block design.
Sync: 2/10 (Needs Improvement)
The sync was clearly attempted, but most timings were off from the music and some jumps were made that didn't even hit any note. The worst sync was at the spider part. There were some note that hit, but for the majority of that mode, it just felt like it was doing its own thing. The best sync was at 60%-67%.
One major point about sync in general I want to bring up is that there should only be one position on the x-axis that you're hitting a speed portal. At 15%, the blue speed portal can be hit on various places on the x-axis depending when you hit the yellow pad before it. Though this doesn't throw off the sync too bad, it still does enough and multiple instances of this can add up.
Originality: 0.90x
The beginning was entirely copied from Fingerdash and the entire level uses only 2.1 blocks with no variation.
Coin Placement: N/A (exempt from final score)
Overall: 11.7/60
NEEDS IMPROVEMENT
This level needs improvement in many categories. The gameplay needs to be made more interesting and less repetitive. The design needs to be more than just the basic 2.1 blocks. This is not necessarily a "bad" level though, as I still had some fun playing it.
Her's an example of a great Fingerdash-style level that you can take some inspiration from: youtube.com/watch?v=Pa52j7nF9dY
Difficulty: 4
Feel free to ask questions or for elaboration.
If you aren't satisfied with this review, you may tag another level judge.
This review was made for the Level Judging Test, so it should NOT be moved off of the panel into its given category.