297 posts
Discord: Herbert Hoover#7467
Creator Points: 0
Favorite Level: Mind Control by Darwin
Hardest Demon: Forsaken Neon by Zobros
Mini-Profile Name Color: Blue
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Post by DrumGuyIThink on Dec 23, 2018 16:33:34 GMT -5
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307 posts
Discord: cosmon #3311
Favorite Level: Mosaic by Darwin and more (10*)
Hardest Demon: Deadlocked
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Mini-Profile Name Color: 04b5c2
Mini-Profile Text Color: 04b5c2
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Post by cosmon on Dec 25, 2018 0:43:46 GMT -5
The gameplay is very poor with no ability to see and luck-based. It is very annoying, and not feature-worthy and will not be sent unfortunately. Rage quitting does not mean the level is hard, it means the level is annoying. Hard demons should and can be very fun at times.
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Post by Dragon on Dec 25, 2018 1:14:22 GMT -5
DrumGuyIThinkLevel Name: Forsaken Place Level ID: 51117952 Level Author: JumpyTale Reviewer's note: Because you constantly write me off as a hater and call me a whiner and a complainer in your status comments, I'm going to write a full, in-depth review of this level so I can officially say why I think your level is bad. If you can't handle this criticism, then you're posting your levels in the wrong board. Gameplay: 1/10: The gameplay in this level is very annoying. A majority of it feels poorly playtested, and a lot of it is super inconsistent. The first jump is basically completely blind and rather annoying, and the following spam is super inconsistent. The rest of the level is rather inconsistent as well, including the final wave spam, which is insanely hard compared to the rest of the level, including a rather bs fake that's hard to get to after spamming like crazy. At 33%, there's a large gap where you do literally nothing, which feels very out of place and it's very boring. There are other spots where there's absolutely nothing to do either, such as the first half of the final ship. The rest of the level is pretty repetitive and boring, with pretty much no enjoyable parts. What the nail in the coffin is for me is that you directly stole the memory gameplay from Sonic Wave and attempted to implement it into your own level. It's these types of things that are heavily frowned upon in this community. Overall, a poor execution in the gameplay department. Decoration: 1/10: The decoration in this level is practically non-existent. It feels more like a glorified layout than an actual level. Most of the designs are just basic blocks with the occasional color thrown in there. The most decoration I saw that was actually from you was this attempt at a reflection like thing at the slow part following the drop. Not the worst idea, but they only really look good when you use genuinely good and intricate designs as opposed to 1.6 blocks in their most basic form. With parts like the final wave, it doesn't even look finished compared to the rest of the level. You didn't add any filling objects inside the designs to make it even look like it was finished. Again, the part at 25%ish is directly taken from Sonic Wave with the deco as well, so this is also bringing down your score. Music Sync: 2/10: This is the best aspect of the level, but that isn't saying much. While a couple parts sync nicely, mainly the auto part leading into the slow part, most of the time the sync is only really with the transition portals and not the actual gameplay. The first 40% of the level only really sync for a couple seconds of gameplay at best. The last ball and the last wave have virtually no sync, and it makes the level very boring. Overall, the sync needs a major improvement, but it's not the very worst I've ever seen. Overall: 4/30: NEEDS IMPROVEMENT: This level was poorly designed. It has a lot of glaring flaws, and even a part that's stolen from another part. If you want to improve as a creator, here's a few tips for you to take into account: 1. Look at featured levels, analyze how they make their designs, then try and base some designs off of those. Don't directly steal them, since that's morally wrong, but it's okay to take a little inspiration. 2. Don't steal gameplay or designs. Ever. 3. Learn to take criticism. Your first few levels will not be that good. The very best creators of today have made bad first levels. The only way they were able to improve was by using other's criticism to improve themselves. 4. Don't hate on those trying to give you that criticism. Anyways, CreativeGuy move to Needs Improvement?
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1,550 posts
Discord: redwhaley14
Clans: Dragon's Den,
Creator Points: 0
Favorite Level: Morphine by MistFix
Hardest Demon: Can’t Let Troll
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Post by RedWhaley14 on Dec 25, 2018 20:23:44 GMT -5
CreativeGuy I'm the middle of a second review so dragon's opinion can be either verified or invalidated. After I finish my review, I'm going to edit this post to include the review, but I already know where it's going to place. It's just that I want to go over in detail the flaws of the level so jumpy can possibly improve, as even though dragon's review is really good, I feel as if he missed some things. So don't move it until I finish my review please.
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297 posts
Discord: Herbert Hoover#7467
Creator Points: 0
Favorite Level: Mind Control by Darwin
Hardest Demon: Forsaken Neon by Zobros
Mini-Profile Name Color: Blue
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Post by DrumGuyIThink on Dec 26, 2018 16:10:14 GMT -5
DrumGuyIThinkLevel Name: Forsaken Place Level ID: 51117952 Level Author: JumpyTale Reviewer's note: Because you constantly write me off as a hater and call me a whiner and a complainer in your status comments, I'm going to write a full, in-depth review of this level so I can officially say why I think your level is bad. If you can't handle this criticism, then you're posting your levels in the wrong board. Gameplay: 1/10: The gameplay in this level is very annoying. A majority of it feels poorly playtested, and a lot of it is super inconsistent. The first jump is basically completely blind and rather annoying, and the following spam is super inconsistent. The rest of the level is rather inconsistent as well, including the final wave spam, which is insanely hard compared to the rest of the level, including a rather bs fake that's hard to get to after spamming like crazy. At 33%, there's a large gap where you do literally nothing, which feels very out of place and it's very boring. There are other spots where there's absolutely nothing to do either, such as the first half of the final ship. The rest of the level is pretty repetitive and boring, with pretty much no enjoyable parts. What the nail in the coffin is for me is that you directly stole the memory gameplay from Sonic Wave and attempted to implement it into your own level. It's these types of things that are heavily frowned upon in this community. Overall, a poor execution in the gameplay department. Decoration: 1/10: The decoration in this level is practically non-existent. It feels more like a glorified layout than an actual level. Most of the designs are just basic blocks with the occasional color thrown in there. The most decoration I saw that was actually from you was this attempt at a reflection like thing at the slow part following the drop. Not the worst idea, but they only really look good when you use genuinely good and intricate designs as opposed to 1.6 blocks in their most basic form. With parts like the final wave, it doesn't even look finished compared to the rest of the level. You didn't add any filling objects inside the designs to make it even look like it was finished. Again, the part at 25%ish is directly taken from Sonic Wave with the deco as well, so this is also bringing down your score. Music Sync: 2/10: This is the best aspect of the level, but that isn't saying much. While a couple parts sync nicely, mainly the auto part leading into the slow part, most of the time the sync is only really with the transition portals and not the actual gameplay. The first 40% of the level only really sync for a couple seconds of gameplay at best. The last ball and the last wave have virtually no sync, and it makes the level very boring. Overall, the sync needs a major improvement, but it's not the very worst I've ever seen. Overall: 4/30: NEEDS IMPROVEMENT: This level was poorly designed. It has a lot of glaring flaws, and even a part that's stolen from another part. If you want to improve as a creator, here's a few tips for you to take into account: 1. Look at featured levels, analyze how they make their designs, then try and base some designs off of those. Don't directly steal them, since that's morally wrong, but it's okay to take a little inspiration. 2. Don't steal gameplay or designs. Ever. 3. Learn to take criticism. Your first few levels will not be that good. The very best creators of today have made bad first levels. The only way they were able to improve was by using other's criticism to improve themselves. 4. Don't hate on those trying to give you that criticism. Anyways, CreativeGuy move to Needs Improvement? YES! Finally criticizing inset was of saying that it’s bad.
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1,550 posts
Discord: redwhaley14
Clans: Dragon's Den,
Creator Points: 0
Favorite Level: Morphine by MistFix
Hardest Demon: Can’t Let Troll
Mini-Profile Background: {"image":"https://i.pinimg.com/originals/ed/e6/67/ede667da3dddcc6be676d12377432dd5.jpg","color":""}
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Post by RedWhaley14 on Dec 27, 2018 3:29:35 GMT -5
Dragon's review of this level was quite excellent. However, there are a few details that Dragon left out, and I'm here to help point them out. Level Name: Forsaken Place Creator: Jumpytale ID: 51117952 Gameplay 0.5/10 The gameplay in this level is very very lacking. The level starts you off with a completely blind jump. There is no exact way to practice this jump, and making blind jumps like this is VERY unfun. It would have been a bit better if the player was visible. This is my main gripe with the level: how unplayable and unfair the gameplay is. If you want to get people to play your level, then you should try to make excellent gameplay that people would willingly play. Being an extreme demon doesn't excuse putrid gameplay, which is why levels like Mystic are given the shaft. Okay, back on topic. You make an invisible leap of faith onto a jump orb spam. This spam is really buggy and isn't fun at all. Not only that, but it's not telegraphed, meaning that on the first playthrough, the player has no idea what to do. No blind jump is a good one. Add arrows to show that there is spam incoming. Then after that there is a spider, which isn't AWFUL, but is nothing really worth mentioning. The timing on the third blue ring is pretty damn annoying however. After that, there is a HORRIBLE transition where the player has to tap right after entering the Cube portal. The blue jump ring is completely out of sight, meaning that this is another part where the player will blindly die from bad level design. Move the orb down a couple of blocks, or warn the player about the upcoming tap. After that, there are two sets of triple spikes, which are pretty luck based because they depend on when you tap the jump orb. If they were moved a little to the right, they'd be fine, but most of the time I died by falling onto the corner of the first spike. This is artificial difficulty. No player should have to die because they didn't perform a perfect timing when they didn't know they needed to. Triple spikes are overused anyways, so only Michigun would like this part. After that is a very easy ball, which starts off with a horrible transition that forces the player to tap INSTANTLY. Not only that, but the player doesn't even see the spikes until the last minute, which means that they don't know that they have to tap. Never use moving objects to cause these types of deaths. A lot of troll levels that use this "feature" are very unfun to play, and it's annoying. Then you fall upwards onto another moving block. The gameplay after is pretty straight forward, which is very inconsistent. Try making your gameplay balanced throughout the level. You shouldn't have difficult spam sections then easy parts right after. Try to maintain your difficulty throughout the entire level. The timing on the orbs through the blue orbs is kind of annoying. After that, we have a UFO, which starts off with another "tap here or you die" transition. I'm not even going to give you suggestions anymore for these because I've made the same ones over and over. Just add indications so people know that they have to tap. The spam is also very annoying. My laptop has VERY bad input delay, making this section unplayable. Next up we have a timing robot, with another AWFUL transition. The timings are nothing worth mentioning, besides the last two being very annoying. After that, we have my personal favorite part of the level in terms of gameplay, the wave. The transition is horrible once again, as you are forced to hold right away, but it's the most playable part of the level in my opinion because it's a redundant but passable wave. The final area with the size changers is unique, but annoying. After that we have a below average transition but an okay one into a cube. This is probably one of the better transitions throughout the level. The gameplay here is very confusing. The worst part is that it's almost directly ripped from Sonic Wave. The gameplay was definitely inspired by it, but the decoration was ripped from it. NEVER copy level designs. If you do, at least give the original creator credit. This is called plagiarism, and getting caught while doing it is nasty. Nothing much to say about the gameplay however, but going upwards into the gravity portal is very disorienting in my opinion. After that, we have three fakes which are easy to distinguish, but the gameplay involves doing absolutely nothing for a few seconds. You should try to keep the player engaged instead of having random auto parts. Sure, random auto parts are fun to make, but don't have them. After that, another pretty lacking transition into a dual. The dual is one of the better parts of the level, but the gameplay is rather odd. After that, another "tap instantly or die" transition into a timing UFO. Timings aren't very fun at full speed. The UFO isn't the worst but it needs some work. Then we have a copy of the first ball, which is pretty lazy. Try to make each section fresh instead of copy pasting gameplay. The orbs after are pretty odd, and they don't feel right. Maybe make the path wider. The auto cube following is VERY disorienting. It feels like the auto is going to break at any time, and falling upwards onto the platform works 25% of the time. It's VERY buggy. Move the platform over a teensie bit, so that there isn't any bug, because I keep falling into the top corner of the platform. Also, 75% of the time you fall onto the side that KILLS you. This is UNFAIR, and having luck based gameplay in a level makes it even more unplayable. It's all luck whether or not you land at the top, or die to the platform. Fix this, you should never die from bugs or from luck based gameplay. The gameplay in this part is nothing specialThe pink orbs are pretty annoying however. After that, you guessed it, another blind transition. You dodge green portals as a ship. A lot of straightfly is needed to pass. It's cool dodging cube portals, but nothing special as it's the same as dodging spikes. Also, the last few green portals you can actually touch if they are at the top. After that, transition into a ball, with quite repetitive timings that do little to be fresh and original. It's obviously copy pasted, making this a very boring section. After that, we have a VERY annoying ship. First off, it's invisible. Not fun. Second off, there's straightfly, which is something that only 144hz players like. Lastly, the timing to fall down is very buggy. I swear I keep dying here no matter how early I release, so I'm saying that it's impossible. Avoiding the green orb is also quite annoying.Not even talking about the awful transition. After is a HORRIBLE transition where if you don't spam instantly, you die. Avoid these. It's very annoying to deal with these. The spam is also very annoying and inconsistent, and is also very unforgiving. This section reminds me of hya's part in The This, which NO level should do. Then, you go into a decent wave with a decent transition. The first part of this wave is actually passable in my opinion.But then you have a troll in a level that obviously isn't a troll level, which is something that I don't like. I like memory levels a lot, but not when there is an out of place troll in a level like this. After that, we have an okay part: one where you tap orbs in gravity portals. This part is more fun, but it's still buggy. Lastly, we have an ANNOYING part where you have to guess where the dual portal is because you are a ship at full speed, then position both ships PERFECTLY at full speed to straightfly through one spike then TAP an orb to PERFECTLY straightfly through another in the middle. This is VERY annoying and luck based. There's blind guessing involved here, and the dual is very buggy. Bad way to end a pretty bad level. Summary: This level's gameplay is anything but fun. A lot of the transitions are very horrid and involve knowledge of the level in order to pass them, and the gameplay itself is buggy, inconsistent in difficulty, trolly, and annoying. I would NEVER want to play this, let alone verify this. Also, there is an obvious secret way. The only pros are the okay music sync, which still isn't the best, and some parts aren't DREADFUL. The Decoration 0/10 The level is a barren wasteland of almost no decoration. This level feels more like a layout than an actual level, and the gameplay itself is also horrible on top of that. But now, let's focus on the decoration. There is none. Well, there is some in the part ripped from Sonic Wave, but I don't count that. For judging this, I actually made a copy of the level because I wasn't torturing myself once again just to see the decoration. There are about 3500 objects in the level, which is not a lot for a FINISHED level. The only levels that really have that many objects that are good are some of Serponges Altergame levels, which are supposed to be unique. Okay. The first off, there really isn't a lot of decoration. I would appreciate it if you had made something for me to judge here, because I really can't give you ANY tips on anything besides to look at featured levels to see what I'm looking for. Try to come up with creative ways to give the player something to look at besides just blocks and spikes and sawblades. Try to make your level visually appealing instead of nothing. And most importantly, don't copy levels like you did with Sonic Wave. Summary: There really wasn't anything to judge here. The "decoration" was very nonexistent here, as there really was nothing to look at besides the gameplay. No backgrounds, no effects, no block design, no nothing. Look at epic levels or featured levels to get an idea of what a level should look like before posting it here for us level judges to critique.
Originality 0.3/10 There really is nothing original about the level in my opinion. From stolen level designs to barren decoration to spam, there really is nothing very new about this level either. There are some decent ideas, like the Ship where you dodge portals, but no ideas were implemented really at all. In one cube, there is a "Your hint is Number 2" which could have been implemented in some creative way, but I saw no implementation of it at all. Missed opportunity.
Replay Factor 0/10 I wouldn't want to touch this level again. There was nothing fun about it. The gameplay was annoying, buggy, and unfair, while the decoration was nonexistent. There is nothing going for this level, meaning there is no reason for me to play it again, besides maybe for a meme video or something.
Final Score: 0.8/40 There are a ton of problems with this level. The gameplay was one of the worst aspects. The transitions were blind and horrible, the gameplay itself was buggy, annoying, and horrid, and there were no redeeming factors. The decoration was very bare, and was not even trying to exist. There was nothing very original about the level, and it doesn't have anything to draw people back to play it again. Read each section thoroughly so you can see what the problems were with the level, as I provided some ways that you could fix them. Here are some tips that I have for you right now:
-Try to make fair transitions that introduce the player to each part in a way that doesn't kill them instantly
-Try to have gameplay that isn't buggy.
-Don't steal designs from others
-Originality is definitely a must.
-Try to add beautiful decoration so the player has something to look at while they play.
-Don't add secret ways.
As for this level, it's definitely Needs Improvement worthy. This was a very long review as there were many problems with the level, but Dragon's review is also very detailed as well. CreativeGuy move to Needs Improvement?
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Post by Deleted on Apr 2, 2019 23:14:37 GMT -5
Agree with all reviews. Approved and moving to NI.
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