I'm splitting into gameplay and decoration like usual.
(Time in brackets means the time in video. They are usually followed by a percentage which is the in-game progress percentage)
Gameplay-
Don't mess with speed portals like that in 26-29%(0:23-0:25). Cut off some speed portals and add some gameplay at it. I recommend using cube mode if you really want fast changes at speed. The similar thing happens at 49-52%(0:37-0:39).
- Speaking of speed,
considering using slow speed when the music is slow, and using fast speed when the music is fast. The music starts with alternating fast and slow rhythm, so you may want to alternate between normal/slow speed to triple speed. (This song needs a triple speed because of how fast it is)
- The level
should not end at the drop. At least hold for around 10 seconds.
- The gameplay feels boring. To make your gameplay better, use
slopes, more
orbs and more
portals. Of course, don't spam them as doing this will make the gameplay feel bad, and it's hard to tweak problems (or playtest). Moreover,
sync your gameplay to music. Trust me. It's much more fun to click with the beat than to be like playing a level with a random song.
- If you want to make auto parts, don't just spam blue pads. Sure, it creates a drumroll effect, but adding more stuff into the auto make it much more appealing.
-
The move trigger can be used in gameplay. In fact, it is the best trigger for gameplay. It makes the route change, and it's not a bad thing. It also makes the level feels newer. Take Geometrical Dominator or Deadlocked as an example. They utilise the move trigger to create awesome gameplay. (Deadlocked even has a whole section with the move trigger, but I consider that hard to sightread)
Decoration- I like your decoration. You did well at details and I can see you put effort at blocks. Perhaps
try more different combinations. You don't need large changes. Adding a few lines to the blocks also make the deco better.
-
Add more blocks. Not being necessary to be touched by the player doesn't mean it doesn't have a meaning for existence. Instead, adding a ceiling, spikes, spinning blades all give a better decoration.
- The tab showing the song starting at 14%(0:15) is probably too big. Consider making it smaller.
- The gray cover in 22%(0:20) is a total giveaway. If you loop your video, you can see a part is not covered. The way to fix this is to make that longer. There are also other places where a similar thing happens. Just
make it super long and you'll be fine. (given that it does not obstruct other things)
- Ensure that blocks between mode transition/anything that makes the camera move are seamless. Sometimes you can see a floating platform, e.g. 34%(0:26), and that's not nice.
- What's going on with the green triangle at 70%(0:49)? It just looks... odd.
- The move trigger again. It is so useful that I just can't stop talking about that. It gives the level dynamics. Use more of it. And for some parts you used it, I recommend use easing. I'm not sure if you used the easing or not, but using easing properly make the movement much more appealing. Sometimes you don't need it but most of the time you get better results when using it. I personally love using Back Out, Exponential Out, and Bounce Out, but of course there are much to choose from.
- Considering using other stuff than the text object like Optical. The text object just don't fit in the modern style, no matter which font you use.
Overall, this level is not bad. Sure, it has areas for improvement, but if you are lucky, you may get a star rating! (not me though
)
I would rate this Decent.