Gameplay = 4/10 The gameplay is pretty boring on the beginning but the drop parts are semi-good considering it's a 4 star level only.
Design = 6/10 You probably already knew it, this level lacks block design. I know you're trying to do like a transparent glass theme at the start but it's too empty and repetitive. The background deco is good though but air deco needs some work.
Music Sync = 7/10 The gameplay syncs well with the music which is common with easier levels.
Overall = 13/30 (Needs Improvement) The background art is amazing but you need to work on block design because it just looks so empty to me as it lacks variety of blocks used in each part (not adding the background deco)
I think the gameplay is actually extremely fun before the drop. It's nice, slow gameplay with a fun aesthetic to it. And making good slow/easy gameplay is pretty hard to do, so there's some bonus points.
I think the drop's gameplay is kind of underwhelming. Maybe if it was about 8-9*, I would've found it more fun. It just felt too easy and kind of messed with the aesthetic. That is, excluding the UFO part, which I actually felt was too hard. There should've been more consistency.
The ship part at the end requires too much resting. This part was really noticeable.
The gameplay transitions were really good. They weren't too quick or too slow, they gave the player enough time to react to what was coming next, which is exactly how transitions should be.
As for the visual transitions, they were pretty good, but I had one problem - 0:40. The way it cuts from a shot of a compass to a shot of the desert is just way too sudden. I think you should add a quick white flash there.
I absolutely love how at 0:37, the blocks come closer together.
The sync is actually pretty fantastic for the entire level, at least in terms of gameplay. Those two things are just big key points I wanted to bring up.
The spider part could be better synced. It's kind of ahead of the music.
I think the backgrounds and block designs could also play a part in the sync. Maybe in the factory (spider) setting, the crane hook could be swinging while the background pulses from white to gray. Stuff like that.
There isn't a single color scheme in this level that doesn't work. Everything works with each other and creates an aesthetic either colorful and happy, solemn and peaceful, or dark and murky, and it always works.
I completely disagree with the fact that the block designs look bland. I think they look great. While they may not be the most decorative, they don't have to be as long as they look great with the backgrounds, and they do (especially at the desert part).
Nitpick: during the city part, I thought the spikes were too thick. Removing one layer of glow (by lowering the opacity by about 0.05) would probably fix it. And this is a pretty nitpicky thing, too, so I can't even drop points for this.
In terms of air decoration, this level is definitely still lacking. I think that's the main struggle here: the minimalistic air decoration causes the level to feel emptier, and that's not really a great thing.
Score: ignore the scores lol the only one that matters is the one at the end
I love the falling black "snow" during the spider part. It's a nice extra touch to an already great-looking level.
I love how the portals spin and fade. The only portal I felt could've done this better was the wave portal at 0:46. I think if you added a few extra degrees, it would look even better..
The power line snapping during the first cube part is pretty ingenius. The quick burst of glow before it looks really cool, too.
The only effect I had a problem with was the "snow" (or whatever it was) during the wave part. It felt kind of out of place, especially since the spider part already uses the same effect. But this is a really short effect, so I can't drop points for it.
So is this a good level? Absolutely. This level's gameplay could be better, but the visuals are the true stars of the show. This is one of the most gorgeous looking levels I've ever played. And I think it deserves some publicity for blowing me away so much.
Score: 7/10 (Feature-Worthy)
@jy2000 There's a high chance you'll see this by the time your stream is done, move this level, dammit.
Fantastic work. I can't wait to see what you do next. There's no justice if this doesn't get a rate.
I guess technically 16 hours after strim is still after the strim.
Anyways, I agree with pretty much everything. The art is pretty good, gameplay looks fairly dynamic, etc.
Just one thing though, I would suggest making a coin route instead of just that single orb into invisible coin. Invisible coins tend to make me want to nuke the world, but that's just my two cents. It's not a big deal though, it's up to you. And finally, maybe add a few more art pieces (like the buildings, they kinda just stop) to make the level look even more filled in the first two sections.
Anyways, moving to un-bad levels (aka Feature-Worthy).
Last Edit: May 14, 2018 15:25:22 GMT -5 by Deleted
notvx: anybody know how to make extreme demon gameplay?
Dec 3, 2023 6:23:27 GMT -5
Gmaxable: <269127> I do notvx! I am a gameplay member and host of an extreme demon collab I am doing! I finished al the gameplay and am decorating a different part. Why do you need extreme demon gameplay?
Dec 3, 2023 7:43:59 GMT -5