6,571 posts
Discord: [Speed the Weeb]#4931
Clans: TI, Zircon, Qualia
Favorite Level: Vooper - Serponge
Hardest Demon: System Split - Picha
Mini-Profile Background: {"image":"https://i.imgur.com/CdNpLJh.jpg","color":"ffffff"}
Mini-Profile Name Color: 1a4f56
Mini-Profile Text Color: 99ffe3
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Post by ✩Speed The Weeb✩ on Jul 31, 2017 3:32:49 GMT -5
I love making levels with Lockyn's music. They're so calm, yet not and i love the genre.
I don't have much to say about this level, other than i tried to make a design I'm not used to, but it fit the song so well, that i wanted to try.
Level ID: 36114688
Video:
(I know this is pretty late... Shh)
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CoLassal
Stereo Madness
Decode beat, 3191 attempts on mobile! :) Go to my channel to see the video.
20 posts
Clans: Nothing yet :(
Creator Points: 0
Favorite Level: Lonely Travel
Hardest Demon: Decode boys!
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Post by CoLassal on Aug 2, 2017 20:34:35 GMT -5
Awesome! I can see how much work you put into making this level, the only thing I have to pick at, is the rose at the end (background deco), it is very small and it just bobs slightly up and down, maybe center it or make it bigger?
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Post by DubstepJoltik on Aug 2, 2017 20:48:39 GMT -5
Level Name: Blossoming Lilies Level Creator: GDSpeed (Solo) Level ID: 36114688 Requested Stars: 6 Time Spent On This Review: Close to 25 minutes for typing, about 20 minutes playing the level Gameplay
GeneralOverall, the gameplay isn't anything too special. I get that it's supposed to be a slow level, but nothing happens that gives the level a potential 6-star and maybe even a 7-star rating other than tight spaces and pixel perfect jumps. There's nothing unique to see, and there's no creativity. It's basically just a long 2.0 level with 2.1 elements. MemorabilityA level like HeLL by Serponge has memorable gameplay because there's a lot of things about the layout alone that stand out in my mind, such as the first wave part, and the ending. This level doesn't really have much memorability in terms of gameplay. After playing the level multiple times, I still can't remember what the level looks like while in levels like Death Moon, I can keep the gameplay embedded into my mind even months after I've last played it. Overall, what I'm trying to say is there's just nothing special or "memorable" about the gameplay.TransitionsI have kind of an issue with the transitions. They consist of mostly screen-covering flashes and hyperspeed reflexes that no human could do without prior knowledge of the level first, but as I just said, the level lacks in terms of memorable gameplay, making this quite the challenge. Something you could do to improve this would be to make it so the player can easily see what's coming up next without having to play Practice Mode a hundred times first. This can be done by removing the flashes and black screens.Decoration Air DecorationThis is a much stronger point of the level. Visually, it looks pretty impressive. The colors go very well together and they fit the theme of the song and slow gameplay. I'd honestly rather have levels that look good with bad gameplay than have generic levels with good gameplay, because at least I can watch the visually good level and think, "That looks pretty." I can't do that with generic levels.Block Designs I don't quite find the block designs amazing, but they're still pretty decent. They look very original in a way that doesn't seem ugly nor rushed. I particularly like the designs at the first ball part. My favorite part, though, is how well the block designs, air decoration, and colors blend in a perfect way. I think removing the water from the blocks at the beginning would definitely make them look better, because they don't look very good at first with moving objects.Art and BackgroundsOkay, so this level doesn't really have any eye-catching backgrounds. I'm a lot more focused on the subpar gameplay than the backgrounds. However, the art, such as the lily at the end, is gorgeous. That's really what this level is: an art level. If you took out all of the gameplay and made more art, I would probably like this level more. This is easily your strong point. There isn't much room for improvement in this category. Coin Routes Coin 1Gold. This coin is extremely clever. It's honestly pretty hard to switch ball gravity at the last moment. This one was fun.Coin 2Silver. I like this coin. However, instead of a key, the coin should just be right there instead of at the end of the level. That kind of defeats the purpose of the key if the coin is just going to be given out at the end of the level.Coin 3Bronze. There isn't really anything original about this coin at all. Collecting multiple keys to open something is a thing in the past. It was pretty cool when it was used in 2.0, but now, since we have the Count Trigger, it's not really special anymore. It's just plain overused.
Final Thoughts
Score 56%/100%. I definitely think this level has potential to be something good. It just isn't quite there yet. It is, however, a pretty decent level. I'm somewhat torn whether this should be in the Decent Board or the Good Board. However, if I had to choose at this moment, it would probably be the Good Board. There's lots of redeeming qualities to find in this level.
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6,571 posts
Discord: [Speed the Weeb]#4931
Clans: TI, Zircon, Qualia
Favorite Level: Vooper - Serponge
Hardest Demon: System Split - Picha
Mini-Profile Background: {"image":"https://i.imgur.com/CdNpLJh.jpg","color":"ffffff"}
Mini-Profile Name Color: 1a4f56
Mini-Profile Text Color: 99ffe3
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Post by ✩Speed The Weeb✩ on Aug 3, 2017 13:52:10 GMT -5
Level Name: Blossoming Lilies Level Creator: GDSpeed (Solo) Level ID: 36114688 Requested Stars: 6 Time Spent On This Review: Close to 25 minutes for typing, about 20 minutes playing the level Gameplay
GeneralOverall, the gameplay isn't anything too special. I get that it's supposed to be a slow level, but nothing happens that gives the level a potential 6-star and maybe even a 7-star rating other than tight spaces and pixel perfect jumps. There's nothing unique to see, and there's no creativity. It's basically just a long 2.0 level with 2.1 elements. MemorabilityA level like HeLL by Serponge has memorable gameplay because there's a lot of things about the layout alone that stand out in my mind, such as the first wave part, and the ending. This level doesn't really have much memorability in terms of gameplay. After playing the level multiple times, I still can't remember what the level looks like while in levels like Death Moon, I can keep the gameplay embedded into my mind even months after I've last played it. Overall, what I'm trying to say is there's just nothing special or "memorable" about the gameplay.TransitionsI have kind of an issue with the transitions. They consist of mostly screen-covering flashes and hyperspeed reflexes that no human could do without prior knowledge of the level first, but as I just said, the level lacks in terms of memorable gameplay, making this quite the challenge. Something you could do to improve this would be to make it so the player can easily see what's coming up next without having to play Practice Mode a hundred times first. This can be done by removing the flashes and black screens.Decoration Air DecorationThis is a much stronger point of the level. Visually, it looks pretty impressive. The colors go very well together and they fit the theme of the song and slow gameplay. I'd honestly rather have levels that look good with bad gameplay than have generic levels with good gameplay, because at least I can watch the visually good level and think, "That looks pretty." I can't do that with generic levels.Block Designs I don't quite find the block designs amazing, but they're still pretty decent. They look very original in a way that doesn't seem ugly nor rushed. I particularly like the designs at the first ball part. My favorite part, though, is how well the block designs, air decoration, and colors blend in a perfect way. I think removing the water from the blocks at the beginning would definitely make them look better, because they don't look very good at first with moving objects.Art and BackgroundsOkay, so this level doesn't really have any eye-catching backgrounds. I'm a lot more focused on the subpar gameplay than the backgrounds. However, the art, such as the lily at the end, is gorgeous. That's really what this level is: an art level. If you took out all of the gameplay and made more art, I would probably like this level more. This is easily your strong point. There isn't much room for improvement in this category. Coin Routes Coin 1Gold. This coin is extremely clever. It's honestly pretty hard to switch ball gravity at the last moment. This one was fun.Coin 2Silver. I like this coin. However, instead of a key, the coin should just be right there instead of at the end of the level. That kind of defeats the purpose of the key if the coin is just going to be given out at the end of the level.Coin 3Bronze. There isn't really anything original about this coin at all. Collecting multiple keys to open something is a thing in the past. It was pretty cool when it was used in 2.0, but now, since we have the Count Trigger, it's not really special anymore. It's just plain overused.
Final Thoughts
Score 56%/100%. I definitely think this level has potential to be something good. It just isn't quite there yet. It is, however, a pretty decent level. I'm somewhat torn whether this should be in the Decent Board or the Good Board. However, if I had to choose at this moment, it would probably be the Good Board. There's lots of redeeming qualities to find in this level. Thank for this constructive review. Anything I can fix and improve on will be considered. Even though I'm not the best, I am willing to improve. But glad you like the Lily. I love it too :3
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