1 posts
Favorite Level: Fiji
Hardest Demon: DeCode
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Post by kJaxGD on Sept 16, 2018 2:38:00 GMT -5
Probably my best level. Spent upwards of 90 hours building it. "Tonari" means "neighbours" in Japanese, and I was basically inspired by Japan to build this level xD Difficulty: Harder 6*? Objects: 16'500 ID: 43400911 Please check it out
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Post by Deleted on Apr 5, 2019 12:54:30 GMT -5
Right away this level is looking very messy, with rough objects strewed all over the place. The color scheme isn't working with empty darkness being the dominant color along with some red...blue. None of these are working together. Make sure colors flow well instead of clashing. Because of this as well I couldn't tell what was solid blocks and what wasn't, which downgraded the gameplay.
14% you've got an invisible auto pad section. Do not do this, it's completely unpredictable for the player. The colors although an improvement from the previous section still don't really work together, and the block designs are mostly just basic brick blocks and smooth blocks. Use some more decorational objects layered on top of these to create more complexity and depth, and some air decoration to fill up the foreground a bit.
At 20% the gameplay is a little better. The ship moves around a little more without being too annoying, as well as the UFO. However, the very first portal is skippable by going downward, and the decoration is still looking very messy and rough. Additionally, don't color pads like you did at 29%. They tend to not look good and you can't really tell what they are. If this was an essential gameplay object and not an auto, it would be far worse.
Wave gameplay after that part isn't too bad either. It's not just straight triangular weaving through a straight section. Decoration quality remains the same.
34% you've got an invisible cube portal. Again, don't make gameplay objects invisible. No one else knows that there's a portal there if its invisible, until the've been disoriented by the unexpected gamemode change. Make sure the player always can predict and see what is coming up next, you aren't the only one playing the level. Not everyone knows the ins and outs of it.
Cube gameplay is rather orb spammy, try to balance out platforming with orbs, and try to make the movements the orbs launch the player into more flowing and smooth.
The short period of ball gameplay at 52% isn't too bad.
67%, solid lines probably intended for decoration. Make sure to fix this sort of stuff, don't have solid blocks for decoration. The gameplay throughout these parts have also been very unreadable. Make sure to distinguish foreground platforms away from air decoration and backgrounds, as of right now all of these layers mush together and it becomes an unreadable mess.
The rest of the level basically repeats the issues said before.
Final takeaways, make gameplay readable for players but not having bad transitions and invisible objects, and make sure the decoration distinguishes what objects are solid and where you need to go to. Don't discolor orbs, it again makes it unreadable. The decoration is very crude and outdated, take a look at some other themed art levels and see how they use certain blocks to make certain objects. Make sure colors work together rather than clashing and looking contrasted.
As of right now, this level Needs Improvement.
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