297 posts
Discord: Reunomi#9427
Clans: APT, Thanks GS for disbanding X.
Creator Points: 25
Favorite Level: Dim/Xolis/Tianxia
Hardest Demon: Momentum/Saturn V
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Post by Reunomi on May 11, 2018 22:35:53 GMT -5
ID: 45624907 Level name: Malam Difficulty: 5-6*? Song: Open your eyes by namice or something Creator(s): Lerevon (Host and first part) & Reunomi (Most of it) Video: youtu.be/-ySaD-lky9U
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Post by Denoxi on May 11, 2018 23:36:51 GMT -5
Gameplay - 7/10 The gameplay looks enjoyable and the first parts have very diverse and good gameplay.
Design - 10/10 Though in the first parts, I think you should've put some air deco in the orbs or make them transparent so they fit in the spacey theme in the level, background deco is marvelous and the ending title is good.
Sync - 8/10 The gameplay is balanced with sync and flow, which is not that easy to do in easy and chill levels but this level perfected it.
Overall - 25/30 (Feature-worthy) Robtop you better rate this level.
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Post by Deleted on Apr 2, 2019 18:51:20 GMT -5
Alright.
So decowise this level going pretty fucking strong with very detailed backgrounds. The foregrounds however it looking a bit less populated. More ambient air decoration and layering would make the level feel so much more in depth, maybe some objects above the Z-layer of the block designs. Obviously you do not want the foreground to obstruct the immaculate backgrounds you have constructed here, but some parts looked very crude and unrefined basically amounting to plain old blocks and some gear in them. This might work depending on the rest of the components, but here I feel that you want to match the smoothness you hit with the background. The very first section is an example of fitting with the background. It's not super detailed and maybe could use a little more fine detailing/depth, but it's cleaner than the other sections' foregrounds, and if you were to add the aforementioned filling it would probably look spectacular. I also felt the brown foreground at 21% starkly contrasted with the colorful background.
Gameplay wise while the dynamics and there and it certainly isn't uninteresting in the slightest, there are still some issues involving proper lineup and transitions. This level suffers from the issue where you have to tap immediately after a point or you will end up dying in the following sequences. And while you can just say "it's just timing", it's better to make the gameplay consistent. The three examples I found immediately was the second orb at 5%, where you can get shot over it. The blue orb at 29% has the same issue. And finally the transition at 45%, you end up plummeting into the next structure with no time to react. The preceding pitch black invisible auto pad section also broke the flow of the level. Try to avoid this sort of stuff even if its just for a few seconds.
So in summary, the issues are a lacking foreground and transitions/bugs. Additionally the level is very laggy, which may have some interference in the rating process should it ever get through it. However the backgrounds are solid and is probably the key part which pushes the level to be in my opinion feature worthy. However that doesn't mean there's no need for improvement in those other areas I just discussed, because they definitely do drag the overall quality down, probably resulting in this being in the lower end of Feature Worthy levels.
Moving to Feature Worthy.
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