dunk0
Stereo Madness
im legit
9 posts
Creator Points: 0
Favorite Level: Exclamation Mark
Hardest Demon: Gluttony
Mini-Profile Name Color: pink
Mini-Profile Text Color: red
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Post by dunk0 on Jan 8, 2019 20:38:16 GMT -5
This isn't my level, this is a level made by one of my friends who I thought was really good and he doesn't have a gd forum account. Id is 51804290 He has a whole series that I would suggest checking out.
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Post by RFMX on Jan 9, 2019 10:28:39 GMT -5
Sequence: (same in Geometry Dash wiki) S, c C B R S Sp sp C W C,, S,, U u,, S,, s,, C,
Design: Your friend (or referred as 'you' in some typo cases) put much effort into the level and I can totally see that. The details are great, the background is nice and everything of that is great. Just a few tip: - Don't overuse exclamation mark. Those 1.9 stuff can be replaced by something much better, namely smiley faces, hands (I personally don't like hands but they are pretty good choices for deco), etc. Use as much 2.1 tiles as possible. Sure, some previous tiles are still useable, but the 2.1 stuff are so much better. - Use the move trigger, it gives dynamic to the level. If you want the level to be more slow-paced, make the move trigger last longer. Giving movement to decoration allows for incredible designs. Trust me, as long as you don't mess that up, the trigger is 1000% guaranteed to make you level more appealing. - Make every gameplay items unnecessary to the player invincible. Pads after the portal are not necessary information to the player, so pick up an alpha trigger, or set that up in the colo(u)r picking channel. - Just make LDM playable in mobile. Please, don't make an LDM almost as laggy as the normal one. I recommend hiding most of the stuff that are not in the same layer as the ground. (T1 in most cases) Glows, backgrounds, grass, everything that is not important to player's gameplay can be omitted. Of course, you would like to leave some deco to make the level not look dull.
Gameplay: Gameplay is average, which is not that big of a problem considering the design. Here are some that I would suggest. - Your friend synced the level the music well, but I think it's not enough. Syncing is what I value most in gameplay. It's what Geometry Dash stands out from other platformer games. Make the player jump on beat. Plus, the player can know when to jump better. - Guide the player. This is what many levels do. Mark where you need to jump, where you need to go. I seem to have contradicted myself, but the arrows (those that follow the BPM) are a good way to mark these, with some scaling. When players first enter a level, what they do is to sightread. Marking the route makes players play much easier. Note that this won't decrease the difficulty though. You know, those fingers just won't listen to you. - Similar as above, move triggers. It simply is a must. Period.
This is all what I want to say. In general, your friend did a really good job. It's really a bummer that the level only gets around 100 downloads. It's feature-worthy!
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Post by Deleted on Apr 7, 2019 13:28:01 GMT -5
Agree with most of the review above. However I'd like to add on my own opinions.
I suggest NOT making gameplay objects like pads or portals invisible regardless of how necessary it is. Even if it's just an auto, decorate around it. Invisible pads and portals plague levels and they're usually always a detriment.
Gameplay for the ship is very straight. Try to add more variation in the movement along the Y-axis and just make it more interesting. The overall level needs more speed changes and dynamics.
Also for the first part I feel rather than having these contrasted structures each with a full on color, do what it was like in the other sections and make it largely white but add some subtle hints of those different colors used like orange, green, etc. That way it doesn't pop out so much and it'll blend together much better.
I'd also suggest using custom text as the ingame text usually doesn't look very good.
And finally, transitions. White flash transitions specifically for this level. I'd avoid this, because it both segments the level rather than having a smooth flowing level, and it can potentially ruin sight readability and cause the player to become disoriented.
So I agree with the verdict of the above review. Moving to Feature Worthy.
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