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Post by Flow on Mar 1, 2018 9:23:47 GMT -5
Level Name: Omega Level Creator: Flow Level ID: 42951733 Level Difficulty: Easy Demon 10* Level Song and Author: Omega by MadhouseDUDE Collaboration / Solo Level : Solo Level
This is my attempt at an altergame style level, which is different from what I usually do.
I'm not sure how the judging process is executed for a level like this. Low Detail mode I'm aware is necessary, I will add it later. DO NOT PLAY THIS ON MOBILE.
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652 posts
Discord: burrito1#4529
Creator Points: 0
Favorite Level: Mastergame
Hardest Demon: Plasma Pulse
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Post by burrito1 on Mar 11, 2018 1:36:17 GMT -5
It lags so much that you can cheat and go through most of the blocks without taking a "hit" since the game literally drops to 1 frame per second (yes, literally, I had the steam fps counter open) and can't detect when you hit them. I got 33% this way. When you add a low detail mode, you need to make the normal mode (much) more low detail also, so people can't cheat like this.
Edit: It dropped to 0 FPS now, I clipped through all the blocks and got 100% this way. If you don't believe me check the level leaderboards... this really needs to be fixed...
Another edit: A suggestion would be to toggle off all blocks once they've passed by the screen so the lag isn't cumulative, and to have all blocks start toggled off and only toggle on once they get onto the screen, if you haven't done those already. That should reduce lag quite a bit (I hope).
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Post by MarioT3/zeoT on Mar 11, 2018 11:20:12 GMT -5
Going to have to try out a new style to judge this one, so bare with me:
Sync/Gameplay: Let's start with sync. This can be pretty hard to do when making a game like this within GD, however you've timed the clicks very well with the music. The music also fits the level pretty well! I especially love the sync at the very beginning of the level-it's very satisfying! There were a few parts that were not synced at all, and I could tell that you just went for gameplay there instead, which, again, is fine and normal to do. The background pulses are also synced up, which is always an added bonus. For Sync I'll give a 5/5, you're flaws aren't enough to downgrade you from a perfect score. Next, and most important in Altergame levels, is Gameplay. Watching the video, the gameplay doesn't seem too original. I've seen that type of arrow game before. Also, the gameplay isn't anything unique. I would've liked to see different types of blocks that were all different sizes and shapes. Because this doesn't occur in your level, the gameplay can get really boring after a while for it's repetitiveness. There's also another HUGE problem. I went to play the level myself, to see if the controls flowed well with the game. They do. But the game is so laggy that you can clip through every single block. This is probably because you didn't conserve triggers, or your blocks are overused. For example, your black background where the rectangles are could just move with the player and the rectangles could move downwards. That would make the game much less laggy. For Gameplay, I'll give a 1/5. There's clear effort put into it, but the overall result is unplayable.
Overall Grade: 6/10 - Decent with one major flaw, fix that and you're good!
Foreground Decorations/Background Decorations: Let's start with Background. While I love the simplicity that went with your color screen, if anyone knew how to make this game they could make an exact replica of your level. That's a problem! The basic colors fit geometry dash really well, but are nothing special. I would have liked to see the background be customized with something moving in an interesting way, instead of being just one solid color the entire time. For Background Decorations, I'll give a 1/5, there's nothing too special to look at, but it is quite fitting in a Geometry Dash setting. Next is Foreground Decorations. Again, there aren't too many. This I like, in a game like this I think it should just be the main arrow and the blocks coming towards you. What I did like is the arrows used for speeding up and slowing down. They didn't take too much work, but their simplicity fit the level. While I wasn't a huge fan of the dual and solo portal arrows, they did fit the level pretty well. For Foreground Decorations, I'll give a 4/5, there's nothing too special, but they fit the level extremely well and have nice colors.
Overall Grade: 5/10 - Decent with some missing elements, pretty simple fix!
Creativeness: Creativeness takes into account the entire level as a whole. This level, while the idea isn't too creative, is still pretty unique. The decoration has very limited creativeness, which is a personal let down considering the entire background was just left blank. What I LOVED was around 50% when the walls of the playing field started shifting, and blocks were either left inside the walls or even outside of them. It gave a real sense of an open playing field, rather than being confined to only a 3 space line the entire time. For Creativeness I'll give a 6/10, while there is some creativity that was appreciated, the overall concept has been seen before.
Overall Grade: 6/10 - Decent with some minor flaws!
Okay, scoring time:
Sync/Gameplay: 6/10 - Decent Background Deco/Foreground Deco: 5/10 - Decent Creativeness: 6/10 - Decent Final Score: 17/30 - A decent level
Overall, the fact that this level is not playable prevented you from a feature-worthy level. But a really good attempt at an Altergame style level!
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