Systile
Stereo Madness
GMD creator/ CP4 / Korean
16 posts
Discord: #2440 (Sysl [GD])
Clans: GD Innovators
Creator Points: 4
Favorite Level: Back on Track
Hardest Demon: Back on Track
Mini-Profile Background: CQ
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Post by Systile on Oct 10, 2017 11:36:59 GMT -5
First of all, Please notice that this is a old collab with him, So th quality of level is not very good(Also, Dongchi is not very good at Non-effect levels) I and Dongchi used to communicate in Korea GMD community, So we got friendly Hard 5~6 stars? m.youtube.com/watch?v=SQegVzGShq4ID : 38052209
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Post by DubstepJoltik on Oct 11, 2017 17:28:47 GMT -5
Intro: This is my first time judging a collab level with my new system, so there might be some mistakes.
Volt-o-Meter System: USFE (Collaboration) Level Name: Florescence Creator(s): CreatorSysl & Dongchi Level ID: 38052209 Song: Florescent by Geoplex Song ID: [737702] Requested Difficulty: 5* ~ 6* Simplified System: U -> S -> F -> E, or reverse alphabetical order . I manually decide which board this level should go in. It's not determined by the letters.For more information on the exact rating system, go to this page.Gameplay- 0-8% (Sysl): I can easily tell you from this introductory part right here that if this level ever gets rated, it's going to have a 7-star rating. The gameplay is a lot more annoying than it looks in the video, and I'm not a fan of the constant use of dash orbs. However, the gameplay is pretty varied and it's not very repetitive. S
- 9-13% (Sysl): This is just a standard, ordinary ball part. It has some incredibly tight spaces, further solidifying my opinion for this being 7-star worthy. The gameplay isn't annoying, but it feels pretty unexciting. S
- 14-18% (Sysl): This Robot part seems to rely heavily on orbs instead of jumping. That's a big no-no when it comes to making gameplay. This might be because of the tight spaces, but I just don't see why there can't be any actual jumps. This part of the gameplay isn't bad, but it just feels very one-dimensional with no variation except for using almost every jump orb exactly once. U
- 19-28% (Sysl): A ship part with mostly straight-flying, slopes you can't touch but you don't realize that until you touch them, and obstacles you can't see in the direction center of the screen. This is really the kind of Ship gameplay I would stay away from. I don't see why people continue to do this trend where there's mostly straight-flying, but with something in the middle where you have to sharply nosedive. U
- 32-35% (Sysl), 44-45% (Sysl): Really confusing parts where you can't really see anything, but they have normal Wave gameplay where the player has to be careful not to crash. This Wave parts are also a good reason why this is a 7-star level in my book. S
- 43-44% (Sysl), 46-48% (Sysl): Nothing special, but nothing bad either. S
- 51-62% (Sysl): I'm so confused. What is even happening here? I can't figure out how to evade the obstacles here at all. I would normally give this a U, but this is definitely the definition of most 7-star level nowadays. You got lucky here. S
- 63-71% (DongChi): This is a really nice break with the Cube. The gameplay is still pretty reliant on orbs, but it's a lot smoother and works better than the gameplay at the start of the level. I recommend tilting some of the dash orbs slightly. I would probably give this an F if that was included. S
- 72-81% (DongChi): Yet again, this is the same as the Cube part prior to this, but instead with less jump orbs and more simplicity, plus a Spider. S
- 83-95% (DongChi): Yeah...not anything special. Neither the Wave nor the Robot are fun to play. They're not cancerous and they can both easily be done in a single attempt, but they're just rarely bare and seem unfinished. Giving an S because it's not cancerous and the Robot part relies a lot more on jumping this time. S
Transitions- 29-31%: This mini Cube transition is pretty...smooth, is all I can say. The rebound is pretty difficult to pull off in one go, but that doesn't stop me from enjoying this transition. F
- 36-42% (Sysl): You...did not just use 1.0 styled ramps...in a non-nostalgic 2.1 level...the jump pad placements and the non-1.0 slopes are pretty well placed, but I just can't stand the usage of 1.0 ramps here. U
- 49-50% (Sysl): Really fast transition, there. I don't really know how well I can handle transitions at that speed. At least the ramps are better than the last transition's were. S
- 82-83%: (DongChi): I'm not a huge fan of this transition. I like the rainbow blocks, but they're barely noticeable and don't stand out very much. It may as well have been a structure. U
Synchronization- 0-18% (Sysl): There was clear effort at sync here, but it's not very great. There's some messed up timings, but it's clear there was an attempt at it. At the Robot part, I recommend removing that last purple jump pad and the black orb especially. S
- 19-63% (Sysl): Again, there was a very clear effort at sync here. This time, it was the portals that messed it up. They just seem really unnatural to the sync. Also, at the Cube transition at the end of this section, I suggest having more blue pads instead of just one, two, three, four, tap. S
- 64-82% (DongChi): I don't mind this part of the sync. It's actually pretty decent. Not quite spot on, but it's very good synchronization overall. F
- 83-96% (DongChi): This part is a lot more effortless in terms of the sync. It's not very good here, and that's all there is to say. There could be more portals, but there's very few ways to improve this part other than remodeling it entirely. U
Colors- 0-18% (Sysl), 43-62% (Sysl): The part's color scheme is really nice. My only issues with it are: I wish it would change color more often, and I would like it to be less opaque, because it can be kind of hard to see sometimes. F
- 19-35% (Sysl): There's a lot more variation in this part of the gameplay, but again, some translucence would be very nice. The block designs don't stand out very much, so adding translucence to the background might be a good solution. F
- 36-42% (Sysl): The only colorful part here is the background. U
- 63-71% (DongChi): This part's colors are not very vibrant nor exciting. This seems like a completely different level made in a completely different update. The colors aren't terrible to look at, though, and they do manage to work. S
- 72-96% (DongChi): To be honest, this part doesn't even look like it was made by the same person who made 63-71%. This part has one color only, and it does not look very great. There's no cohesion in the color scheme, or lack thereof. The fade to black at the end is also very unsubtle. U
I apologize, but I just got so bored at this point that I couldn't finish. I had lost motivation for finishing this review completely after writing the "Colors" section. I wanted to get this out though, so I wrote something. Decoration- Sysl's part has pretty nice decoration and block designs, but DongChi's part looks like it was made in early 2.0, and it might even look like a level I'd play on stream. It's the sad truth. I just really don't like DongChi's part, especially the last Robot part. It just feels so...unfinished. Sysl's part is pretty decent, though.
Effects- Sysl's part is the only part with effects. They're pretty decent effects that look very cohesive and well made. DongChi's part, for some reason, has no effects.
Final Score Decent (Not Star-worthy): Both of you have clear strengths and clear weaknesses. DongChi has an advantage at making gameplay while Sysl is better at making decoration. I feel like if you guys made another level together, but DongChi made all of the gameplay and Sysl decorated it all, you guys might actually have a good chance at a star rating. Thanks for taking the time to read this review.
@repeater13 whoops forgot to tag to get moved
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Post by Deleted on Nov 10, 2017 20:03:16 GMT -5
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