100 posts
Creator Points: 0
Favorite Level: Dark Travel
Hardest Demon: Acropolis 59% (gave up)
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Post by Rikri on Jan 23, 2017 4:34:44 GMT -5
Title.
Anyway, I just want ideas on how I can make this sort of template into a masterpiece. I'm a beginner creator, and I learnt almost everything on my own. So advice from others will be sure to help!
Here's the level: 28598620: "GDT RainState"
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54 posts
Discord: DevilSpain#6601
Creator Points: 2
Favorite Level: DeadLocked v3
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Post by DevilSpain on Jan 23, 2017 5:57:49 GMT -5
Video?
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100 posts
Creator Points: 0
Favorite Level: Dark Travel
Hardest Demon: Acropolis 59% (gave up)
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Post by Rikri on Jan 23, 2017 6:08:19 GMT -5
My computer's weak af and lags SO MUCH when taking a video, on top of the fact that the video buffers an extreme amount making it almost impossible to tell what's going on in it at certain points.
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Post by Deleted on Jan 23, 2017 23:49:40 GMT -5
Here we go.
=== Gameplay === //Readability As soon as you understand the name of the game, it's perfectly readable (I should note I only played to 54%, maybe I'm making a broad assumption in saying this level is consistent throughout). It's a bit confusing at first to understand, especially for a reason I'll discuss in Layout.
//Layout So, there isn't really a traditional layout to categorize here, but there's contradiction between what is seen and how the level actually works. When playing this level, one is under the impression that all they need to do is match their clicks to the bars approaching the player bar. However, what isn't made clear and seems to be more of a flaw than anything, is that the position the spider needs to be in (top or bottom) is actually quantified. What I mean by that is that, should the player accidentally click at some point in between the bars, they may die immediately before even reaching the next bar. There is no indication for this, and confused me for a good minute before I figured out that I literally couldn't click at all as the bars needed the spider to be in a predetermined position (top or bottom). I may seem to be making a big deal out of this, but you really need to make sure the player is not confused as to how they are dying. I say that because, if you aren't well known as a creator, what do you think the chances are that somebody is going to sit through a minute of being killed by something completely random just to play a level they just found? If I wasn't making this review, I would have left the level after the first few deaths, having no idea why I died (and no real "hook" to get me to keep playing). But then again, that's just me.
//Synchronization At some points the synchronization is fine, but at others the bars are placed seemingly at random. This wouldn't be a huge problem but, from what I've listened to, the beats are quite prominent and I'd recommend syncing the clicks more directly to the music. This definitely isn't your biggest problem, though.
=== Design === //Block Design And here we are. There is nothing here, but I'll give you a bye for this category since a level doesn't necessarily need blocks when structured this way.
//Additional Decoration ...However, you need something. The most design there is is the white/red/green lines and the blue orbs. That's it. This is your cardinal problem. I am going to assume you got carried away with the concept and failed to realize that, to the average player, a level this long with such little design is going to bore them to death with nothing to look at while tapping at incoming lines. While it's good that the design doesn't interfere with the player's perception of the incoming lines... there just needs to be some design. You can't just not have something for the player to look at, especially with a level this long.
//Colors The colors work well for what they are but... that isn't really surprising considering how primordial the design is. Red = going to kill you, green = allowed to pass through, white = the player, and blue is just the design of the orbs. Nothing too amazing.
=== Conclusion === The concept is good but, seriously not to be rude, the execution is incredibly flawed. Considering the length of the level, you 100% absolutely need some way to engage the player. Clicking in sync to lines for ~2 minutes is not very engaging by itself. You need to vary the gameplay or add some flare that draws the player in. This level is very "alter-game-y" in that it changes the basic idea of the game. It's not a bad concept, but as I was saying before, you also need to make sure the player understands why they're dying. If you're in the wrong position, the game just kills you instead of allowing the top and the bottom to work. Again, I can't stress how dangerous that unknowing-ness is because it can turn a player away in seconds. I realize you noted this was a "sort of template" which is understandable, but I'm reviewing this as though it was a completed level so you have an idea to how I would judge it in its current state. To sum it up in one line: You have a good start to a level, but you need to make the cause of death evident to the player at all times, and you also need to add varied gameplay and/or design.
As per my standards, I dislike quantifying the quality of a level because of how subjective it is. However, I would say this squares up to be a Needs Improvement level. The concept is good, but it needs to be developed further to be enjoyable to a player.
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3,278 posts
Discord: milesman34#2076
Clans: a lot
Creator Points: 1
Favorite Level: not Alphabet X
Hardest Demon: Alphabet X
Mini-Profile Background: 36caa1
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Post by milesman34 on Mar 25, 2017 11:06:42 GMT -5
The ID did not work
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Post by haastregt on Jun 12, 2017 7:55:06 GMT -5
This level is not to be found. Locking for now, if you still want to keep this thread open and if you have a working ID, PM me
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