23 posts
Creator Points: 0
Favorite Level: Black Blizzard
Hardest Demon: Death Moon-Decode
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Post by chilln0 on Jan 10, 2019 20:03:23 GMT -5
ID: 51346868
i have nothing else to say, I know it sucks
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Post by Cuck_gmd on Jan 11, 2019 13:03:34 GMT -5
Hey dude, try to think of it as a learning process than it just "sucks". Even if the final product isn't what you wanted, you improved while you were building!
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60 posts
Favorite Level: BattleTown
Hardest Demon: Clubstep V2 by Neptune (Mobile)
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Post by Electroman102 on Feb 4, 2019 19:39:49 GMT -5
I saw it myself, and with some decoration, it would be great!
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Post by Deleted on Apr 8, 2019 16:56:58 GMT -5
I was only able to get to 40% in practice mode before having to just give up, but I think I've gotten enough of a gist of the level to come to a conclusion.
So first impressions, not so good. Your ground colors completely clash with contrasted red and green. Make sure your colors complement each other, if your color schemes don't look good then it won't matter how detailed or amazing the actual decoration is, because all we'll be seeing is disharmony on our eyes. The gameplay in this first section seems to be a sort of spinoff of The Nightmare, and judging by the level name this is probably the correct assumption. However the gameplay here is a severe downgrade, with very awkward timings that can be buggy, and complete memorization. I'm not talking about just memorization, I'm talking about literally half of the objects here are invisible. Memorization gameplay a majority of the time is never fun. Rather than play through the level and experiencing the fun gameplay right away, you are forced to endure long periods of time memorizing things to get to that point. It's like studying for a test, and tests are never fun. Rather than do that, just give us the fun right away. Make everything readable and under our control. The decoration itself is very outdated as well. Take a look at any recent levels and try to emulate that sort of style (just don't blatantly copy).
The pads in the auto as literally just floating. Add something. Structures. Anything. Make everything feel connected and filled.
Ship gameplay, huge improvement. Actually readable this time. However it basically consists of just straight flying through Clubstep monsters while changing elevation each time, which is honestly still better than most ship gameplay. The part with the black spikey objects whatever they're called, that was the most dynamic gameplay.
The cube after that however, not so much. Just three single spike jumps.
And then we get to the part I had to give up on. The wave part starts out passable, but then gets to the point of ridiculousness where there is barely half of block of space for the wave to travel through. These timings are hundreds of times more difficult than the previous parts of the level. Difficulty consistency is very important in levels, you simply can't have a fun level if you combine Stereo Madness difficulty with Bloodbath straight fly. And the block design throughout this part is still basic, black blocks.
So overall, readable and consistent gameplay is key, and update decoration to fit with the times. Needs Improvement.
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