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Post by Anigmus on Sept 11, 2017 21:30:05 GMT -5
ID: 37127087 Difficulty: 4-5 Video: (note that the sync in this video is slightly off because i currently dont have working audio recording so I had to add it in.) www.youtube.com/watch?v=aMezhFqViIg Thanks. I worked incredibly hard on this. All of my levels have been getting negative feedback on block design and gameplay so i tried super hard to improve a lot on both of those. Sorry if it lags :/
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Post by headhonchkrow on Sept 12, 2017 2:21:09 GMT -5
the level feels really really empty IMO since there's only the custom bg and basically no block design the custom bg's themselves are really good though, esp the first one
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Post by Anigmus on Sept 12, 2017 20:27:42 GMT -5
the level feels really really empty IMO since there's only the custom bg and basically no block design the custom bg's themselves are really good though, esp the first one There's some air deco in the beginning. Black lines. Not phenomenal but I didn't want to clog up the level. As for no block design I have no idea what ur talking about. There doesn't rly need to be air deco in the ship part since it's mostly filled with blocks or other obstacles would just be overkill. The end has super cool block design imo. And why would u put any unnescesaey foreground over that demon serpent. The level seems pretty full to me without being too much.
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647 posts
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Post by incompl on Sept 13, 2017 1:03:49 GMT -5
The block design in the first part is a little bland and it feels a little empty despite the background being covered with stuff. I think some of the tall skinny glow blocks with blending in the foreground would elevate the stuff in the background simply because of the massive amount of contrast that'd be there. More black lines would also help with the lack of air deco. Placing them close to one another and above the player icon might look neat. Surprisingly enough, the first part doesn't lag at all for me on mobile. The second part is easily my favourite. The knight silhouette looks pretty good and the vortex behind it looks good too despite making the game lag pretty hard. I'm not a fan of how you used basically the same block design and colour palette from the last part again. You also lose the silhouette very easily against the pure black blocks which can be kinda hard to see. Adding something like glow just to line it so that you can see what is the silhouette and where the blocks actually are would help a lot. You could also add block design there and fade it to black to make it look less empty. The last part looks good but is the reason why I take issue with reusing the same colour palette, style, and block design in the second part from the first part. The third part is so stylistically different that it just doesn't fit with what you had already made.
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Post by Deleted on Sept 13, 2017 18:04:06 GMT -5
The block design in the first part is a little bland and it feels a little empty despite the background being covered with stuff. I think some of the tall skinny glow blocks with blending in the foreground would elevate the stuff in the background simply because of the massive amount of contrast that'd be there. More black lines would also help with the lack of air deco. Placing them close to one another and above the player icon might look neat. Surprisingly enough, the first part doesn't lag at all for me on mobile. The second part is easily my favourite. The knight silhouette looks pretty good and the vortex behind it looks good too despite making the game lag pretty hard. I'm not a fan of how you used basically the same block design and colour palette from the last part again. You also lose the silhouette very easily against the pure black blocks which can be kinda hard to see. Adding something like glow just to line it so that you can see what is the silhouette and where the blocks actually are would help a lot. You could also add block design there and fade it to black to make it look less empty. The last part looks good but is the reason why I take issue with reusing the same colour palette, style, and block design in the second part from the first part. The third part is so stylistically different that it just doesn't fit with what you had already made. please try to organize your post, a wall of text can ruin a good post. break it up into sections please! I like the review though, a lot of constructive criticism, which is good
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Post by Anigmus on Sept 13, 2017 22:06:51 GMT -5
The block design in the first part is a little bland and it feels a little empty despite the background being covered with stuff. I think some of the tall skinny glow blocks with blending in the foreground would elevate the stuff in the background simply because of the massive amount of contrast that'd be there. More black lines would also help with the lack of air deco. Placing them close to one another and above the player icon might look neat. Surprisingly enough, the first part doesn't lag at all for me on mobile. The second part is easily my favourite. The knight silhouette looks pretty good and the vortex behind it looks good too despite making the game lag pretty hard. I'm not a fan of how you used basically the same block design and colour palette from the last part again. You also lose the silhouette very easily against the pure black blocks which can be kinda hard to see. Adding something like glow just to line it so that you can see what is the silhouette and where the blocks actually are would help a lot. You could also add block design there and fade it to black to make it look less empty. The last part looks good but is the reason why I take issue with reusing the same colour palette, style, and block design in the second part from the first part. The third part is so stylistically different that it just doesn't fit with what you had already made. Just because the blocks are purple doesn't mean they're the same block design. Also, what's wrong with having a stylistacally different section. Red purple and black go rly well together, and it fits the journey to hell through the void that I set up.
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647 posts
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Post by incompl on Sept 13, 2017 23:13:43 GMT -5
The block design in the first part is a little bland and it feels a little empty despite the background being covered with stuff. I think some of the tall skinny glow blocks with blending in the foreground would elevate the stuff in the background simply because of the massive amount of contrast that'd be there. More black lines would also help with the lack of air deco. Placing them close to one another and above the player icon might look neat. Surprisingly enough, the first part doesn't lag at all for me on mobile. The second part is easily my favourite. The knight silhouette looks pretty good and the vortex behind it looks good too despite making the game lag pretty hard. I'm not a fan of how you used basically the same block design and colour palette from the last part again. You also lose the silhouette very easily against the pure black blocks which can be kinda hard to see. Adding something like glow just to line it so that you can see what is the silhouette and where the blocks actually are would help a lot. You could also add block design there and fade it to black to make it look less empty. The last part looks good but is the reason why I take issue with reusing the same colour palette, style, and block design in the second part from the first part. The third part is so stylistically different that it just doesn't fit with what you had already made. Just because the blocks are purple doesn't mean they're the same block design. Also, what's wrong with having a stylistacally different section. Red purple and black go rly well together, and it fits the journey to hell through the void that I set up. It's not the blocks being purple that's the issue, it's that the block design in the first and second sections are way too similar. You added wavy black lines and the diagonal shine effect things in the second part but aside from that the block design is practically identical. And one part being stylistically different than the others is only really an issue if it's the only part that makes this random change. There's another level on this board that I criticized for doing the same thing. That level had simple block design and solid effects before shifting to a completely random generic early 2.1 design for one section and then going back to the original style for the rest of the level. The same principle applies here. Both parts prior to the end had a complex and detailed background with very similar colour palettes and then the last part has a rather simple looking background with a completely new colour palette and a boss that almost looks like something Rustam would make or a wireframe version of something from the Sword of Xolan series. I dislike Etzer's part in Artificial Ascent for the same reason too. The parts prior and after were block design heavy and Etzer's part has simple design in comparison. I'm not saying the last part of your level is bad, I'm saying it doesn't fit with what you already made. As for your colour palette, no, red and purple do not go well together and the addition of black won't help at all. Hot and cold colourplay is fine and helps add contrast but purple and red just don't work. Complimentary colours (blue and orange, red and green, yellow and purple) contrast as well against one another as black does white. Hot and cold colours can also work but you'll need a fade if some sort to make it work so that the difference isn't so jarring. Blues, greens, and purples are cold colours and yellows, reds, and oranges are warm colours. Pink is a weird one since it depends on the shade and what it's around. If around purples or blues it'll appear warmer whereas around reds and oranges it'll appear cooler so pink is a decent way to transition from hot to cold or vice versa. Ergo, if you wanted to make the colour palette of the last section at least kinda work with the rest you should've had some sort of transitionary colour to take you partway between hot and cold. Or you could've kept doing what you were doing before and kept the colour palette relatively similar. You would've been limited to blues, purples, and pinks but the overall aesthetic would flow a lot better rather than having two really similar parts and one part that just does whatever. In summary, the block design in parts one and two are a little more than similar and the stylistic change in the third part is only an issue because it's the only part that's different from the rest in that sense. Random stylistic changes don't work in any level and yours is no exception. Think of it like if Bloodbath just had a random simplistic part thrown in or if Scarlet Surge decided it wanted to be blue for one section and one section only. It just wouldn't work. If you can't see that then I don't really know what to tell you. I'm confident in saying that my criticism of the level has been more than fair but it almost seems as though you don't want your level to be criticized since you've deflected my review and someone else's just dismissing the points that were made. If you didn't want your level to be critiqued then why put it in the level judging section?
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Post by Anigmus on Sept 14, 2017 10:34:05 GMT -5
Just because the blocks are purple doesn't mean they're the same block design. Also, what's wrong with having a stylistacally different section. Red purple and black go rly well together, and it fits the journey to hell through the void that I set up. It's not the blocks being purple that's the issue, it's that the block design in the first and second sections are way too similar. You added wavy black lines and the diagonal shine effect things in the second part but aside from that the block design is practically identical. And one part being stylistically different than the others is only really an issue if it's the only part that makes this random change. There's another level on this board that I criticized for doing the same thing. That level had simple block design and solid effects before shifting to a completely random generic early 2.1 design for one section and then going back to the original style for the rest of the level. The same principle applies here. Both parts prior to the end had a complex and detailed background with very similar colour palettes and then the last part has a rather simple looking background with a completely new colour palette and a boss that almost looks like something Rustam would make or a wireframe version of something from the Sword of Xolan series. I dislike Etzer's part in Artificial Ascent for the same reason too. The parts prior and after were block design heavy and Etzer's part has simple design in comparison. I'm not saying the last part of your level is bad, I'm saying it doesn't fit with what you already made. As for your colour palette, no, red and purple do not go well together and the addition of black won't help at all. Hot and cold colourplay is fine and helps add contrast but purple and red just don't work. Complimentary colours (blue and orange, red and green, yellow and purple) contrast as well against one another as black does white. Hot and cold colours can also work but you'll need a fade if some sort to make it work so that the difference isn't so jarring. Blues, greens, and purples are cold colours and yellows, reds, and oranges are warm colours. Pink is a weird one since it depends on the shade and what it's around. If around purples or blues it'll appear warmer whereas around reds and oranges it'll appear cooler so pink is a decent way to transition from hot to cold or vice versa. Ergo, if you wanted to make the colour palette of the last section at least kinda work with the rest you should've had some sort of transitionary colour to take you partway between hot and cold. Or you could've kept doing what you were doing before and kept the colour palette relatively similar. You would've been limited to blues, purples, and pinks but the overall aesthetic would flow a lot better rather than having two really similar parts and one part that just does whatever. In summary, the block design in parts one and two are a little more than similar and the stylistic change in the third part is only an issue because it's the only part that's different from the rest in that sense. Random stylistic changes don't work in any level and yours is no exception. Think of it like if Bloodbath just had a random simplistic part thrown in or if Scarlet Surge decided it wanted to be blue for one section and one section only. It just wouldn't work. If you can't see that then I don't really know what to tell you. I'm confident in saying that my criticism of the level has been more than fair but it almost seems as though you don't want your level to be criticized since you've deflected my review and someone else's just dismissing the points that were made. If you didn't want your level to be critiqued then why put it in the level judging section? That last section was probably the most eye opening for me. You're right, my subconscious often confuses constructed criticism for people telling me my work is bad. I do want feedback on my levels so I can become the best creator I can. Thank you for your input. I'll make sure to keep a more open mind from now on:
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Post by Deleted on Sept 15, 2017 3:44:50 GMT -5
unrelated, but you should try to be a little less egotistical when describing your levels tbh
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Post by œ on Feb 21, 2018 17:26:26 GMT -5
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Post by CreativeGuy on Feb 21, 2018 18:22:26 GMT -5
Moving to Rated Levels.
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