32 posts
Discord: 21Charlzzz#8668
Creator Points: 0
Favorite Level: Old Idols
Hardest Demon: The Caverns
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Post by GD Charz on Jan 17, 2018 1:58:42 GMT -5
Name: Bluether ID: 41156110 Creator: GD Charz Song: Aether (New) Rate: Easy/Normal /
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754 posts
Creator Points: 3
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Post by araoro on Jan 17, 2018 13:44:15 GMT -5
It seems like the video is private (at least for me). Please make it public if you want a review.
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32 posts
Discord: 21Charlzzz#8668
Creator Points: 0
Favorite Level: Old Idols
Hardest Demon: The Caverns
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Post by GD Charz on Jan 17, 2018 14:04:57 GMT -5
It seems like the video is private (at least for me). Please make it public if you want a review. Fixed it
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32 posts
Discord: 21Charlzzz#8668
Creator Points: 0
Favorite Level: Old Idols
Hardest Demon: The Caverns
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Post by GD Charz on Jan 25, 2018 1:36:08 GMT -5
Can someone make a review or judge it?
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2,446 posts
Discord: VegetarianBacon#5162
Creator Points: 2
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Post by VegetarianBacon on Jan 25, 2018 6:53:29 GMT -5
I don't have the time for a full review, but this level has a lot of visible copy and paste...
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101 posts
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Post by shizzal on Feb 3, 2018 12:37:11 GMT -5
It's been a while since I've done a full review, so I figured i'd check this level out since it was slipping by.
Gameplay: To sum everything up, the best word that can describe this level is "boring". I don't mean that in a bad way, don't worry. It's just that the player isn't really doing much when they're playing the level. The entire level is in slow speed, and while it has been pulled off successfully in some other levels such as Acropolis (even though this level is much harder), the level feels like a drag. There was never a time where I felt excited about an upcoming part or surprised by a new section of gameplay. In fact, most of the time I died to the invisible transitions or wonky ship adjustments in the beginning of their designated portions, instead of the obstacles themselves.
1st cube section: Practically nothing is going on in this part. You see a spike? You jump over it. No pads, orbs, gravity switches, slopes, none of that. This is why I feel the level is so un-engaging. Allow me to recommend making sure the beginning of the level is very appealing and enjoyable for the player. Otherwise, many can be put off by the boring, uninspiring first few sections.
1st ship section: The pink pad at the end of the black screen portion of this part threw me off the first time jumping into the level. Make sure the player is given time to react in order to make it more fair! Otherwise, it's pretty standard for a ship part. Try mixing it up a bit more, I was just flying in the middle the majority of the time.
1st wave section: Not much to say about this part. It's one of those parts that are "just there" if you know what I mean.
1st UFO: This section was actually pretty upbeat, but the random size changes really were not needed. Make them visible for the player so they can tell what is going on. Many aren't going to enter practice mode before playing a 3-4 star level.
1st Ball Section: This is the first part I generally enjoy. You use a good combination of orbs, slopes and pads to keep the player doing something. Well done!
2nd Cube Section: This part unfortunately does not follow the entertainment of the previous segment. I get that the section is brief, but that only makes the part more unmemorable.
2nd Ship Section: This part was actually pretty ok with the movements until the random wave transition that sort of killed it. Please, make portals like this visible so that the player is treated more fairly. Only the creator will be able to tell.
2nd Wave Section: This part is pretty alright besides that transition I just mentioned. Not much to say about this.
2nd Ball Section: I don't like the auto part in the beginning of this segment. You're putting an auto section in a slow level? Really? I don't mean to sound rude, but just think about this for a bit. Otherwise, it's very clear that you are strongest in ball gameplay. These parts feel the most engaging.
1st Spider Section (Final segment) Unfortunately, this section does not end off the level well. It's not really satisfying, and the end of the level is somewhat abrupt. At least the sync is alright here.
Final Rating: 3/10. I'm sorry for such a harsh score, but the decent parts cannot make up for the bad ones. You should really look into making the player more entertained and engaged in your gameplay, as once again, players can be put off by how unenjoyable some sections can be.
Decoration: I'd say the decoration is pretty standard. By that I mean I would say it works pretty well for a level like this one. While it's simple, it fits the atmosphere of a slow and calm setting. However, I feel that the decoration is unfortunately pretty forgettable. This has certainly been done before, but the problem is that nothing really stands out to the player. There was never a time where I went "Wow!". However, the decoration is certainly not bad, and appears to be the strong suit of this level. ....That was more about the block design though. The block design works well, but as for air decoration and the background? ...Yeah, it's not the best. While this is also simple, there's nothing really there this time. Try making your air decoration and background sections more noticeable- it doesn't have to act as eye candy, but at least make it somewhat interesting.
Final Rating: 11/20. While the block design is acceptable, it generally comes off as unimpressive after the first few sections. Everything looks the same: for some levels, this is fine, but in a level that sort of drags itself along, it can really overstate its welcome. In addition, the background and surrounding environment is not very noticeable to the player. This is where you really could have driven the atmosphere home, but unfortunately, the decoration present in the level is not enough to do so.
Synchronization: I was somewhat disappointed by the lack of sync in most of the level. I used to review each and every individual part of the level for sync: but this has proven to be too time consuming for a review. I feel that if you give a general idea of how it feels to play the level, it will suffice.
Most of the level does not go along with the song. Even if it does, it really does not feel satisfying, you know? Most of the time it's just a random spider or ball press that flips gravity, or that first cube part where it's just jumping over a single spike (which still misses many beats of the song). I'm not the guy to ask for perfection in the sync department, but enough sync to the point where the player can actually recognize the significance of some parts of the level. The wave and ship parts feel completely random in this regard. In addition, some more speed changes to match the beat of the song would have helped. Try granting the player more satisfaction! Put in some more slopes, orbs and pads to keep the player on their toes. For the ship parts, try getting the ship movements to match the mood of the song or add some gravity or size portals (that are visible to the player of course!) that enhance the experience.
Final Rating: 2/10.
Once again, sorry for the harsh score, but there were many times in the level where you missed out on some opportunities to make the level sync well.
Final Score: 16/40. (Decent)
On my scale, this barely scrapes the decent section of the boards.
The decoration really brought it back for you: here are some things you can do to improve your gameplay and sync.
1. Make the gameplay more fluent! Keeping each section engaging and moving for the player can really help entertain them more. Add some portals, pads, orbs and slopes to keep the player going. This can be really important if you want to keep the player, well, playing.
2. Add some more variety! Try adding some more speed changes and form changes so that the player is actually focusing on playing the level. This really only applies for slow levels such as this one, where more things need to be going on in order for it to be more entertaining.
3. Sync!!!! Synchronization is one of the most vital parts of making a memorable, enjoyable level. For example, in that first cube part, you really could have gone the extra mile by adding more gameplay that could provide more sync. The more sync, the better! Just don't focus so much on sync that it ruins the gameplay.....
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1,530 posts
Discord: CreativeGuy#3418
Creator Points: 0
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Post by CreativeGuy on Feb 4, 2018 11:32:17 GMT -5
Review Approved! I agree with all the points here, and I think it's very well written. I would've given a slightly higher score, but I'll still be moving this to decent. GD Charz I was just coming to review this level, but then I saw that shizzal already reviewed it so I just wanna let you know this sums up my thoughts.
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