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Post by Music Sounds GD on Aug 22, 2018 11:56:29 GMT -5
PLEASE JUDGE MY LEVEL OBJECTS 36K LENGTH: 3:08 MINS LEVEL NAME: Gd Full Ver. CREATOR: ME (MUSIC SOUNDS GD) ID:47959620 STARS REQUESTED: 10* EASY DEMON SONG: Geometrical Dominator Remix by: gd-tanooki116 MY VIDEO:
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647 posts
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Post by incompl on Aug 23, 2018 2:40:20 GMT -5
I’ll get the elephant out of the room first, around half of the gameplay is just Geometrical Dominator, which is rated as a harder level (6-7*). This leads to wildly inconsistent difficulty since the level continues to fluctuate between 6-7* gameplay and 9*-easy demon gameplay. You would’ve been better off either buffing the already existing gameplay to match the rest of the gameplay that you made or tone the difficulty of the gameplay that you made to match the difficulty of the pre-existing level.
In terms of decoration, I’d say that you matched the overall style of Geometrical Dominator fairly well. The only parts that felt out of place was the bit with Nyan Cat and the bit with the Tetris blocks. Oddly enough, the latter was my favourite part of the level since I found the colours to be okay and it just generally looked more appealing than what came before. As a whole though, the decoration is a little dated. It’s decoration that emulates a level that kicked off the beginning of 2.0. The game has evolved a fair bit over the course of the almost 2 years since 2.0 came out and so using a rudimentary 2.0 design in a 2.1 level vastly reduces the chances of the level being rated. A better approach would’ve been to effectively rebirth the level, akin to what GD Jose did with his remakes of the main levels. You could still keep the general look that the original level had, just with more intricate block design, backgrounds, foregrounds, etc.
As for the gameplay, again, you were able to emulate the style that the original level has. Whether or not that’s a good thing is up for debate. I personally don’t like the original Geometrical Dominator at all, largely in part because of its gameplay. Moving blocks creating memory based gameplay in a level that’s rated harder is never something that I’ve enjoyed. The gameplay is annoying and unfortunately that also holds true in the gameplay that you added. You abuse the daylights out of moving blocks. It’s more forgivable since you were aiming to make an easy demon but that doesn’t detract from the level simply not being fun to play because of how memory intensive it is. I get that moving blocks in the gameplay are an inherent part of the original level, but you seemingly chose to almost strictly emulate the style of gameplay from the beginning of the level where the blocks pop up right as you’re supposed to jump. Toning down that style of moving block and instead doing something like what the ship bits in the original level did with the moving tunnels/platforms to compensate, allowing for the style established in the original level to be maintained, would’ve resulted in more enjoyable gameplay since it’s a lot easier to sight read and predict where a platform is going to move to when you can see it already in motion than being able to tell that a block or orb will suddenly appear in a given position right before you need to jump.
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