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Level
Aug 27, 2018 14:10:50 GMT -5
via mobile
Post by neroiceblood on Aug 27, 2018 14:10:50 GMT -5
Hey guys, I got my first Level done! Hope you enjoy it and i would appreciate every support ID: 48558394
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Level
Apr 2, 2019 22:21:09 GMT -5
Post by Deleted on Apr 2, 2019 22:21:09 GMT -5
Alright.
So getting into this level the decoration is already not looking so good. It looks very outdated, using very crude bricks and basic blocks only. The red X's significantly contrast with the blue environment around them. The gameplay starting off is very rocky, there is way too much chaotic movement and it just doesn't flow very well at all. This neither helps the readability of the gameplay as we're being flung almost offscreen every few seconds from the differences in height. The structures themselves are a bunch of floating ones barely consisting of a dozen objects each, and the background is copy pasted crude brick structures once more. I'd suggest updating a bit, take a look at recent levels and see how levels look nowadays. That is what you should aim for. Use more objects and layer them to create block designs rather than just simple blocks. Use air decoration objects to fill up the area, but make sure not to make the level too cluttered when doing this. Lowering the opacity on nonessential objects and outlining the key parts of the gameplay would help.
13% we've got a bad transition. Make sure we can read what's coming up next, because the pad both doesn't launch the player into a good position, but the overlay that flies by blocks any vision of what might happen next before we're already dead. The deco here although a vast improvement from the previous section still is very outdated and messy, with spikes sticking out of almost every block and random structures all over the place. Try making larger structures with more shape to fill space rather than a bunch of tiny ones.
18%, pitch black empty spot. Never do this. Add something to look at to not break the flow of the level. And of course another bad transition into a 3x speed wave spam section. The objects then pop right open at 27%, which both ruins readability once more, but also looks really strange. If you are going to have moving objects, have the movement flow smoothly and also have it end before the player gets close so they can analyze the final position in order to avoid it.
Ball section 31%. You have to hit exactly when you hit the ground for all of these. Leave some leeway and room for error in levels, no one likes to have to copy exact movements in a level like this.
Ship section, 35%. The floating pads do not look good. And if you are going to do this, use double sided pads so they don't just cut off like that. Many portals and orbs are completely bypassable, make sure to never leave any gaps for the player to skip things you don't want them to.
47%, that's an invisible cube portal and teleport transition. Sight readability. It's important. Level flow. Also important. It gets really bad at 50%. A ton of invisible portals. No one else knows they're there until they've died 20 times to them, and it's very annoying let alone fun to play this sort of stuff.
And I'm basically going to end up repeating myself for the rest of the level. More skippable orbs, invisible portals. The block design never changes really, and the last UFO had some issues with lining up properly and connecting jumps. The timings required are frankly unfun.
So design needs large improvement. Gameplay is made extremely unenjoyable and not flowing at all with the invisible portals and sudden transitions. Overall, this level Needs Improvement.
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