|
Post by traviss1 on Oct 20, 2017 12:46:20 GMT -5
I'm back and trying out the Doom Gauntlet. With this fast paced 4x speed level you will be on the edfree of your seat from the start to the finish. For this doom gauntlet, I have decided to go with an apocalyptic doom theme. This meaning that it is the world's end. With that the colors that come to my head were red/orange/gray. This is provided with a video by my verifier Am am who did a nice job at completing this level. I appreciate all feedback and criticism that you give for this level. 38384744 youtu.be/Deo1YMHzPVc
|
|
SwissCheese
Stereo Madness
still havent bit beck on trek too herd for meh
8 posts
Discord: https://discord.gg/vJFps6h
Creator Points: 0
Favorite Level: Hypersonic
Hardest Demon: Nine Circles
|
Post by SwissCheese on Nov 5, 2017 13:27:52 GMT -5
Hello Traviss! Anyways, all the (hopefully constructive) criticisms that I am about to give resemble no way at all hate to you whatsoever. I’m going to be using the video times for reference purposes.
Gameplay:
First Cube: 0:00 to 0:08 The triple spike jump is much too early in the level to be fun or challenging. It is just a hard jump at the beginning which can make the player frustrated to have to jump over it every attempt, usually causing the player to quit your level. The gameplay here is very easy, just 1 timing and some orbs you need to hit right away. Nothing special with gameplay here. Don’t add a hard jump at the beginning. Try to make more dynamic and difficult gameplay, and try to make your first cube more memorable. Spider and Cube Part: 0:08 to 0:14 I like the slope based gameplay and the transition into the spider, which provides some reaction time. I would suggest that you make the jump pads more visible, as they blend into the background. After the pink dash orb at 0:10, you need to time it right to land on a slope and switch gravity immediately, which can be frustrating, not fun or enjoyable. The cube has some gravity portal and jump ring timings, and I really like that the yellow jump ring in the cube portal is visible and can be seen and reacted to easily. Try to make less strict timings and try to add more skill based gameplay using varying switching.
Wave Part: 0:14 to 0:18 The wave provides a lot of space and has an auto part to sync with the music, and in this auto part, there is a coin, which is slightly harder than the normal route, but still a very bad coin because the normal route is auto. The transition into the wave is mediocre, requiring the player to start spamming at 4x speed with little reaction time. The cube transition in the ship needs to be timed, as you jump off the slope. Try to add a harder route with the coins, and this applies for them all. Don’t just add a tight space, maybe add a key or something to trigger the coin.
Ship Part: 0:18 to 0:22 The ship varies a lot, not only relying on straight flying, which is good. The transition into the ship from the cube is bad, as it needs to be memorized that the player needs to hold jump instantly. Try improving that transition by adding reaction time.
Ball Part: 0:22 to 0:25 More nice gameplay with slopes, and the gameplay is just quick switching up and down and spamming at high speeds. I think you should put some arrows or an indicator for certain times you have to switch, as shown in 0:23. The player will usually crash without an indicator at that part and will need to memorize it. You could also take out some of the spam parts and replace them with more dynamic gameplay.
UFO and Cube: 0:25 to 0:29 Bad transition from the dash to the UFO, which makes the player click instantly. The gameplay is unoriginal, counting jumps and memorizing the number of jumps you have to take. Meh. The cube has a triple spike jump after a sudden speed change, which can be annoying. Try to make more memorable UFO gameplay, either by making your own style or consulting someone else to help you. Robot part: 0:30 to 0:37 I like the varying gameplay in the robot where you need to make some short and long jumps. The coin almost seems easier than the normal route, as you just need to skip a jump ring and land in a 1 block gap. Again, try adding an alternate path and making that gap harder by adding a passageway inside with tight jumps before going back to the normal route.
Dual: 0:37 to 0:41 The dual is nothing special. Just a dual asymmetrical cube where you can pass it by just focusing on one. You could add a mixed dual, or make parts where you need to focus on both duals.
Wave: 0:41 to 0:44 Just a wave with confusing teleportation portals and gravity switches. It feels a bit more uncommon than the regular wave parts in generic levels, adding more variety to the gameplay and having more wave movements than just going through a tight corridor.
Ship: 0:44 to 0:48 The ship here is neat, with a good transition and varying in skill and timings rather than straight flying. Pretty good.
Ball: 0:48 to 0:51 Just a syncing ball with some timings. Nothing special.
Spider: 0:52 to 0:59 Neat slope based gameplay, with arrows telling you where to switch and varying speeds of switching.
Final Cube: 0:59 to end. The transition from the spider to the cube can be improved, as you need to jump instantly. The cube is very easy timings and jump rings, and the coin is easier than the normal route, almost free.
Thats it for the gameplay! Very good and varying gameplay overall.
79.20/100
Design. Oh God... The design is the major shortfall of this level, with terrible color mixes, no blending, overlapping air decoration, absolutely no moving objects in the background, and ok block design in the start, to almost nonexistent block design in other parts. Some portals overlap with block design, and you try to copy styles, but end up doing so uneffectively in my opinion. The design needs improvement. Try to consult someone to help with design or put more time and effort in your design. Put colors together that look good, and add BG effects that make the design memorable.
Design rating: 20.35\100
Sync: The portals and gameplay sync with the song very well. Not much to say here. 60/100
Originality: There are some not very often used gameplay elements in this level. Not too original. 42/100
Overall Rating: The Gameplay has a few shortfalls, but it looks fun to play. The design is very bad, and is the only thing really bringing this level down. My Rating: Insane 8* Level Section: Decent May get a star rate.
|
|
|
Post by traviss1 on Nov 5, 2017 15:28:02 GMT -5
Thanks for the response and I will take your advice for future levels.
One thing -- coins are unlocked by the coin before it. So if I can't get the 2nd coin unless if I collect the 1st coin. I also can't collect the 3rd coin unless if I collect the 2nd coin. Something that the video does not show.
|
|
SwissCheese
Stereo Madness
still havent bit beck on trek too herd for meh
8 posts
Discord: https://discord.gg/vJFps6h
Creator Points: 0
Favorite Level: Hypersonic
Hardest Demon: Nine Circles
|
Post by SwissCheese on Nov 5, 2017 19:46:14 GMT -5
Thanks for the response and I will take your advice for future levels. One thing -- coins are unlocked by the coin before it. So if I can't get the 2nd coin unless if I collect the 1st coin. I also can't collect the 3rd coin unless if I collect the 2nd coin. Something that the video does not show. I think it’s kind of weird that a non-judge is judging a judge’s levels xd. Anyways, please try to improve your design, as it will make your levels so much better and more likely to get a star rate.
|
|
|
Post by Deleted on Nov 7, 2017 19:05:43 GMT -5
Review hast been given stamp of approv'ed by JY_2000 APPROV'EDMoving to Decent, although it's leaning pretty close to being star worthy if the problems addressed are fixed.
|
|