38 posts
Discord: 70unik
Creator Points: 7
Mini-Profile Background: {"image":"","color":"75DEFF"}
Mini-Profile Name Color: 75DEFF
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Post by 70UNIK on Feb 23, 2019 3:51:03 GMT -5
Level Name (the title is not a lot to be desired): tWisTed fUnK
Creator name: 70NATIONZ
Level ID: 52861001
Level Difficulty: Harder *7
Level Song + Author: Twisted Funk by TwelthChromatic (ID: 518067)
Solo Vaporwave level by me. Second level I've uploaded.
Youtube video:
@jy2000 (Perhaps you can review it now that some of the judging panel is active?)
edit: actually me replying to this just bumped it to the top so i'll remember where it was before and judge it when i get to that point
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38 posts
Discord: 70unik
Creator Points: 7
Mini-Profile Background: {"image":"","color":"75DEFF"}
Mini-Profile Name Color: 75DEFF
Mini-Profile Text Color: 75DEFF
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Post by 70UNIK on Mar 29, 2019 1:16:26 GMT -5
UPDATE: Now there is a Youtube Video
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Post by Deleted on Apr 8, 2019 16:28:58 GMT -5
@jy2000 (Perhaps you can review it now that some of the judging panel is active?) We judge from the bottom up so I'll probably get to it within a week or two. I do have a bit of a load on school related stuff this week however so I'll see what I can do. edit: actually this reply just bumped it to the top so I'll judge it when I get to the point it was at before
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Post by Deleted on Apr 14, 2019 16:25:41 GMT -5
First section, you've got a background. However despite there being design in the foreground, it still feels extremely flat and empty. First try having more layers to your block design. Doesn't mean it has to be more complex, but just more shading to add depth. Second of all, just more foreground objects in general. Decorational objects, nonessential structures, air deco, just anything to fill up that space. Put less emphasis on the lines by lowering the opacity and more detail into the background as well to again, add more depth. I also felt the gameplay was very wonky and the exact same level orbs didn't help with the flow of the gameplay.
Wave transition at 11% and this level has committed the cardinal sin of level making, the terrible transition. Always make sure the player has time to react to whatever is coming up and it is completely 100% easily visible. You aren't the only one who has to play the level. The wave part itself needs a border between the moving foreground through the block and the background made of squares. This can be achieved by simply literally adding border lines to the wave structures thick enough to seal it in.
30%, again a bad transition. Please. Don't. The background here is alright, but the main crux is the gameplay which really takes a fall down a pit. Structures popping up out of nowhere, repetitive bouncing movements between same level structures, and lots and LOTS of orb spam. Balance out orbs with structures, and don't have them all just modulate between the same two points. This is a level, not a sine graph. Also again your foregorund is lacking, also because half of it doesn't even appear until you're right above it. More foreground structures and air deco.
47%...again with the transitions. We need reaction time. And this has the exact same problems as the previous section. Orb spam and empty foreground. The orb spam is not only un-fun as hell, but it also basically makes it impossible to NOT skip some of these orbs because they're all so clustered together you can probably bypass at least 10 or them. I also don't think the brown coloring fits in here, and you should also really put some pads instead of orbs embedded in block designs as in an art level they are especially unreadable.
62% and....I'm dead again. Please save us from these transitions. The gameplay here is actually pretty different than the boring old UFO gameplay which is a plus, however it's kind of too chaotic at this point and it's gone towards the other extreme side of the spectrum which isn't so good either. The UFO is being flung left and right at a ridiculous pace. Slope gameplay is always dynamic, but use it in moderation. A lot of the UFO is basically auto because of the slopes as well.
Ship at whatever percent, lots of moving objects. Again like the UFO, lots of it is auto because of slopes, the rest is weaving straight between a bunch of uniformly moving objects. First of all, chill out with moving objects, and instead guide the player around in smooth motions. Some of these moving objects however were lethal, and that led to some very awkward timings. Leave some leeway for different scenarios to happen, don't be so strict with having to have to do something the exact way you played it.
And last wave, once more repetitive cosine waving between an approximate three block space, with once more an empty foreground.
Takeaways, fix your transitions PLEASE. More dynamic gameplay WITHOUT orb spam, you can probably eliminate a good 75% of the orbs in the level and try and replace it with something else because the gameplay like it is right now is not good at all. More foreground filling, ambient structures, air deco, fill up that space. Color combinations, only issue is the brown in the spider section, but there might be others. Just add more depth overall to the level with more layers. You do have backgrounds/custom foregrounds (i.e. the wave) nailed, although some still require more filling.
The gameplay is not very good here and the decoration although having alright art in some spots is pretty empty. I'm going with high Decent, the gameplay drags this level down immensely. With better gameplay this level might be Good, and with both gameplay and more populated decoration this will be a sure Feature-Worthy. But as it is now, needs some work.
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