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Post by Lkrboy24 on Feb 12, 2017 1:52:54 GMT -5
hi, this is my first 2.1 level. While i do believe this level couldve turned out better (especially the robot part) i think it came out good. i would like to get some feedback for future 2.1 levels. Thank you. Name: Reincarnation Creator: Lkrboy24 ID:29510075 Collab? No Song: Hooley Gun - Garlagan Pass: Free Copy Suggested difficulty: 6* this level is a remake of one of my early 2.0 levels "reinvision". here is a link to a video it if you wish to compare the two. www.youtube.com/watch?v=UHySEabC65A
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Post by Mechanguis on Mar 24, 2017 9:48:21 GMT -5
...so that's why this looked familiar. I judged the original version of this level :P
Reincarnation by Lkrboy24
Gameplay The gameplay is overall decent except for some tidbits (and a huge bug I'll talk about later). There aren't many unexpected moments and a most of the level makes it easy for the player to react to them. However, there are a few parts with unexpected moving obstacles, like the UFO at 52%. The obstacles are better off without the "coming-in" transition since, combined with 4x speed, the obstacles moving in is too sudden. There is also a black fireball at 82% that comes out without warning, which can cause some frustrating deaths. Remove the black fireball and move the obstacles at the floor and ceiling a bit closer to the middle to keep in line with the difficulty of the other parts.
Speaking of difficulty, the level's difficulty has asteady curve, starting out moderate but having a noticeable step up after the drop. Not that that's a bad thing. The variation in the gameplay is also quite good with lots of forms, portals, obstacle structures, and mechanics being used to mix things up. Transitions aren't too bad as well, but the very start of the level could be done better since it's a very awkward timing. Add some more jump pads so that the ship will automatically land on the first platform without the player needing to tap. The UFO transition at 51% is also inconsistent and sometimes sends you higher or lower than usual. Placing some invisible slopes to the left of the first spike pillar might help, but you would still have to playtest to make sure it fixes the inconsistency.
Also, in the red part, some of the obstacle structures don't have proper outlines, meaning the player can go through them. This allows them to skip some obstacles and portals. Make sure that your block structures have proper outlines to prevent bugs like this.
Decoration First the positives. The decoration is overall quite clean and organized, with only a brief part I'd consider to be messy. The colors also look good and fit within the designs.
The biggest problem in the level is that some of the custom backgrounds are unoriginal. They may have been good and novel ideas in early 2.0, but nowadays they're pretty run-of-the-mill. The flashlight effect in the robot part and the custom background of 37-47% is pretty creative, but the rest leaves a lot to be desired. The custom background of the red segments after the drop and the sunset design has been used in many levels already. To make it stand out more, try experimenting with it using the move and rotation triggers, or maybe make them pop out to the notes of the music. The first two custom backgrounds (0-21% and 22-27%) are also a bit unoriginal as well; latter is very similar to one of the in-game backgrounds already. One possible way to make them more interesting is to incorporate the electric/Lightning decoration added in 2.1 into them. There could also be more use of lasers and glow decorations.
The block design of the first 35% or so (up to the end of the first robot) is also quite plain and too unvaried. The other block designs are simplistic too, but they fit their respective designs well so they're fine as is. This specific one, though, is just too plain to be interesting and lasts for too long. There were some different block designs done from 14-15%, so you can try adding more of those and others to the block design to make things more interesting. There is also noticeable copy-paste in the robot part since it's just the same three-block-wide structure and spike filling for the entire segment. Change the block designs up more between structures if you're planning to keep the gameplay.
Finally, the parts from 22-47% are lacking in foreground decoration. This can be easily fixed by simply adding more blocks, spikes and sawblades to the segments. For example, instead of using white circles to fill up the empty space in the spider, you can instead use sawblades or gears. The part from 37-47% could also benefit from having more of the fading blocks, perhaps as visible "safeguards" if the player falls. They can also have a floating motion to make it more in line with the design of the part.
There was also a weird contrast in the red part: 72-79% was filled to the brim with air decoration, but the parts immediately after were very empty. Always keep your parts evenly decorated and don't cram too much decoration in one spot or have noticeable, empty segments.
Music Sync While the transitions are alright, the music Sync of the jumps could be done much better, although there was some attempt to make it sync to the rapid notes of the song. You could also add some color pulses/changes or effects to the level that pulse and move to the tune.
That being said, both the electric-ish and heart red designs of the level fit their respective parts of the song very well. Good job in this area.
Overall: Gameplay and Music Sync need more fine-tuning, and the Decoration gets too bogged down in its early-2.0 roots. Decent.
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