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Post by ThatRandomCake on Oct 31, 2018 4:21:33 GMT -5
The name is Origo, the ID is 49993456 and sorry for no video :/
Please forgive me for the ‘rushedness’ at the end, I had only 2 weeks to complete it before the MCR 6 deadline. Apart from the bad transitions and emptiness near the end, are there any other improvements I could make?
Thanks! ThatRandomCake
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Post by Deleted on Apr 4, 2019 16:57:12 GMT -5
So as you said yourself, the transitions were bad in some parts like the ship at 30% (text saying HOLD!!! doesn't excuse it), and the UFO at 63%. Since you already know these transitions are bad...fix them. The only thing worse than having flaws in a level is knowing there are flaws but not rectifying them. Transitions are something very important and can break a level entirely.
As for decoration, you've got a decent start. Try to outline core obstacles and structures that the player will make contact with. Much of the foreground is just plain pure color blocks. Even for a true simple level, the blocks should at least have some layering of simple colors to add some depth to the level and make it stand out more. This is especially the case in a monochromatic level, where almost everything is the same color type and really sort of blends together a little too much. Make them stand out by brightening them a little, add a border, or any complexity to make it pop out and catch the eye much easier.
In addition to bad transitions, make sure they're fair. In one part the pad launches you right to a ship portal where the velocity carries into the ceiling (34%). Give up leeway to let the player recognize what gamemode they're in and what they have to do. And try to make the above Z-layer objects less of an obstruction with careful position.
Gameplay wise it's mostly pretty decent. Ship parts weren't completely straight. However you do tend to clutter a lot of orbs together that make for some strange movement. try to spread out orbs and alternate between platforming and orbs, rather than four orbs in a row that move the player in a strange way. It's ok to have maybe 4-5 orbs in a row, but they have to work well to create smooth movement.
The large killer of quality in this level is the plethora of skippable orbs. Green orb at 8%, blue orb/pad at 11%. Yellow orb at 23%. Green orb at 37%. Green and black orbs at 58%. Green orb at 61%. All of these are skippable. Make sure all gameplay objects are essential, or at very least take the cheesy route and add triggers that kill you if you don't hit all orbs. Not exactly good design for gameplay, but at least not skippable. Make sure to also put spikes in basically any place that the player shouldn't be going. There were some parts where I could just fall down and miss a pad and still go for a little bit.
So overall, more detail/depth in decoration, less bad transitions, fix skips. I'm thinking Decent. Maybe would've high Decent if it weren't for the skips.
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