26 posts
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Post by ad2017 on Mar 24, 2018 18:37:37 GMT -5
Level name : Visuals Level Creator : Ad2017 (me) Difficulty : Hard 5* Level ID : 43908845 Object Count : 37K
ad2017
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Post by Deleted on Sept 3, 2018 22:46:02 GMT -5
First of all the ID is incorrect. It's actually 44345811. Please make sure you have the right ID before posting.
Alright let's do this.
Right off the bat I got a bad impression. The transition into the first jump is first of all empty, second of all is pretty bad. Barely any reaction time given at all. You probably should've filled up that section with something, or just not have done that teleport at all.
Again right off the bat, after that awful transition, we have another problem. All of the gameplay objects almost blend right into the background. You probably should've made spikes and stuff contrast more.
Now actually playing the level...it was just extremely boring. The first third of the level was literally just ground level spikes and straight flying ship, and maybe one button hold pillar section. And I can say the same for up until 60%. It was just normal gravity, spike jumps on ground level, with the occasional ramp or pillars with more spikes jumps. Just extremely dull to play. The part at 58% was pretty unique with the vertical wall scaling, but there probably should've been more indication of what to do there.
Now the part after that finally things become kind of dynamic. There's blue flashes that change up the level and actually make the obstacles kind of visible. But then we get to that UFO part and it's just a shitshow. The copy-pasted pink balloons (idk?) just clutter the entire screen and don't look good at all. Even with the non-lethal balloons slightly darker, it's just not enough. On a first playthrough, I can guarantee everyone is going to die at that part, and that's not something you want. Sight-readability is the pinnacle of user enjoyment. Taking that away detracts from the experience severely.
Now the black part at 75% where you're teleported into auto. It's empty, it segments the level, and it's overall just pointless. Try to avoid doing stuff like this, because it usually takes away more than it adds. Then we get to the orb spam part. Orb spam is the bane of existence in general. Don't do that either. Not only that, but the floor doesn't kill you immediately. It's not hard to add a spike floor or anything to kill you upon impact in a place where you aren't supposed to be. (at this point I realized there's a very low opacity portal). Yeah, that's not exactly fun either. Another progress stopper that is unfair to the player. Remember, sight reading is key.
The final ball has these dark platforms which again, are still confusing to the player. And then the orb spam again, only I literally can't figure out how to get past the last part to finish the level. Kind of sad, because the gameplay significantly got better here, only to tank again with the orbs.
Overall, the gameplay was extremely dull. Try to use different gamemodes and portals to spice up the gameplay, and vary the player's position in the Y axis. The last ball section had nice gameplay until the orbs. NEVER DO ORB SPAM. The decoration was alright, but extremely repetitive and copy-pasted assets were all over the place. the level had some problems with sight reading that are not fair to the player, including better transitions.. Try not to segment your levels through needless auto and black screens. Try to have more contrast and different in the color scheme, everything literally blended into this conglomeration of pink which again, detracted from the ability to sight read.
This level certainly didn't look terrible, but the gameplay is not good at all for the most part. Try to play some rated/featured levels. Although most of them have terrible gameplay and transitions, they are dynamic. Make sure to make gameplay fun for the player and ever-changing, or else why would the player want to continue attempting the level?
Anyways, I'll go ahead and move this to the Decent Levels section.
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