17 posts
Discord: Phantasm #7182
Clans: None
Favorite Level: Hyper Paracosm by Endlevel
Hardest Demon: Fusion by Manix648
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Post by GD Imperialis on Jun 1, 2018 2:52:34 GMT -5
Name : EliXir Creator : Imperialis ID : 46272127 Difficulty : Hard/Harder (5-6*) Requested Stars : 6* Length : Long (1 Minute, 31 Seconds) Song : Ocean of Stars by Geoplex Other Facts : - My first "real" level - First wave was rushed due to data loss - 30,000 Objects (might lag on primitive devices) - 5 Attempts to verify - Not copyable - No song offset - Mainly focused on Custom BGs and Block Design while creating
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Post by RFMX on Jun 18, 2018 7:46:49 GMT -5
Sequence: (similar to, if not same as, the sequence used in GD wiki) C, S, W,,, Sp,,, S,,, U,,, s,,, S,,, u,,, C,, W I'll split my comments into gameplay and decoration. First, gameplay. The difficulty is extremely inconsistent. It ranges from typical Hard difficulty from the start, and the part I consider as Demon (I'm not lying, these photos are nightmares only seen in Extreme Demons or something). (It's UFO, I'm not lying, it's UFO) (1 square only for a normal ship? this must be demon) Also, why do you send me real high with the red jump pad? Let me tell you something. The red jump pad can boost you up for a LARGE distance. It's almost necessary for the game to scroll up after the red pad. Be careful, as (in my opinion) this is very annoying because you can't see anything when the camera are way up high. And this wave part starting at 27%, please at least give some instructions on passing those squares. Simply placing a question mark and letting players crash into those walls to test for the holes is frustrating and unreasonable. Next is around 34% which the part with the blue orb and a ramp. That part is quite tricky and maybe annoying as late activation of the blue orb may lead to a less boost from the ramp and eventually crashing. Consider testing the level over and over again and try to break your level. This helps your level to fix the loopholes, and make players play how you expect them to play. Generally, the gameplay is not quite the standard of levels nowadays and it should be improved. Next, deco. I will start from the start. A thing (the four lasers in the background) that is following me without any movement is quite weird. This becomes even weird when it spins in the ship part. Try different rotation and movement so that it looks like real lasers. But following that the block decoration is really awesome. The details are well done, and there are different types of blocks. Other decoration is also awesome. I also love your logo, and I see that you do put effort on decoration. Be careful for the camera, like the photo on the left. The top row is pure blank, and that's not good. Be careful and look out for different small mistakes. Considering the deco, you may get a rating. A feature is unlikely, but you do have many potential to make great levels!
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17 posts
Discord: Phantasm #7182
Clans: None
Favorite Level: Hyper Paracosm by Endlevel
Hardest Demon: Fusion by Manix648
Mini-Profile Background: {"image":"http://afterreset.com/ARMEDIA/Media/UndegroundCity-big.png","color":""}
Mini-Profile Name Color: ffe700
Mini-Profile Text Color: ffdb00
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Post by GD Imperialis on Jul 1, 2018 7:20:17 GMT -5
Thanks for the review! I’ll try to improve the consistency of the difficulty next time (What the hell was I on when I put that straight fly in?) Just one thing tho, the lasers in the bg do move backwards to make them look “in the back”, it’s just that the effect is extremely subtle.
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Post by RFMX on Jul 27, 2018 1:16:07 GMT -5
The red pad is at 8%. I personally do not recommend that for gameplay (robtop also used it for effect in fingerdash), but if you want to have that 'launch to a very high place/platform/something' feel, the red pad is most suitable.
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Post by Deleted on Sept 6, 2018 18:09:47 GMT -5
Adding on to the review from RFMX:
-custom background should move slightly slower than the player to give the illusion of an actual background -like it was mentioned; difficulty spikes a ton. And the memorization in the wave part in the beginning was purely awful to play even in practice. -Your blocks designs look very dated compared to other levels of this time. They're extremely flat looking. Very 1.9 styled, which isn't that good compared to current levels. -Try setting triggers that made the blocks flash white in the beginning to only trigger when the player touches it. It'll look better. -Look at 35% and on in that section. That is all nicely filled up, even if it does look a bit flat. Try to fill up that space in every section. -Use more glow, flashing backgrounds, and changing color schemes. The whole thing is pretty boring to look at right now.
The main thing that cripples this level is the difficulty spike, and specifically, that wave part.
I think this is around a low-mid Decent.
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