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Post by jfh315 on Sept 14, 2019 19:55:48 GMT -5
Hi. I’d like to request the level Stellar Dimension. It’s id is 57104345. If I requested this wrong please let me know how to do it right. Thanks
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Post by RFMX on Sept 15, 2019 3:42:09 GMT -5
Here is the template for a level request. Also, the title should be the name of your level.
Level Name: Sneeze Level Creator: Jayuff Level ID: 24765748 Level Difficulty: Normal 3* Level Song and Author: Ena by Hinkik Collaboration / Solo Level : Solo Level
I will judge this. Just let me finish the level first.
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Post by jfh315 on Sept 16, 2019 19:50:58 GMT -5
Ok thanks
Name: Stellar Dimension Creator: jfh315 ID: 57104345 Difficulty: Demon Solo Level Song: Hans Zimmer - Interstellar (Zyzyx Remix)
Just in case
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Post by DubstepJoltik on Sept 22, 2019 20:02:19 GMT -5
Stellar Dimension by jfh315 ID: 57104345 Requested Difficulty: 9* Personal Difficulty: 9* (would be 8* or possibly even 7* if the transitions were better)
0-7% (first cube) The design of this part is a little bit empty. While it's a bit glow-y, I kinda like the design in the background, but I think there could be more air decoration and more interesting colors in this part. I don't really like how much white there is in this part, and it looks especially odd with the black glow. I also think the purple color scheme gets a bit repetitive, it would be cool if there was just a bit more. I do like the usage of the black ramps in the block designs though. In addition, some of the orbs (the green orb at 2% for example) look kinda weird because of the jump pad directly over it. It looks kind of unnatural and I think it should either be made invisible (which has its own problems but would at least fix this particular one), incorporated into the design, or just not included in the gameplay at all. The design could also use some more pulsing, because as it is, it just looks really static.
The gameplay in this part introduces a few problems which are present throughout the entire level. First of all, there's quite a few teleport transitions. Using teleporters, especially this often, makes the gameplay a bit difficult to react to, which can make it annoying, even if it's for a coin like it is here. Also, minor bug, but jumping early at 6% can get you to hit the ball portal without hitting the required green size portal. This kills you instantly though so it's not a big deal.
7-11% (first ball) Going back to what I mentioned earlier about the teleport transitions, this part starts with one and the very first tap is an offscreen timing. Offscreen timings are pretty difficult and unfair to learn, so I wouldn't recommend having any in levels.
Visually, this part looks basically the same as the first, but I really like the design of the sawblades at 11%. They're cyan, which adds to the purple color scheme and makes it look more interesting, and the designs themselves are also pretty detailed and interesting. I think these could've been included more in the beginning.
17-26% (buildup) First of all, if you let go of the dash orb in the auto part preceding this part, you can skip the teleporter. This changes literally nothing, but remember to be more cautious of this kind of stuff in the future. It could lead to pretty awful skips in the future. Anyway, this part starts with another offscreen timing due to a teleport transition unfortunately, as well as a kinda weird timing with a blue orb at 19%. In addition, the UFO gameplay isn't synced very well, and the pink orb "spam" part at 24% is kinda weird because the spikes move upwards with no indicators, which makes it difficult to read.
Visually, I think the block designs, while they're a nice change of color, are pretty empty and could use a bit more inside of them. I also think the spikes at 24% look kinda weird just floating around, maybe they could be attached to structures or something.
38-57% (first part of drop) This part begins with a kinda bad transition into a ship part. Not only is it offscreen, but it's also at high speed, making it a bit harder to react to. I also don't like the transitions into the rest of the parts (except the wave-robot at 41% because it's pretty easy to see the pink jump pads in the portal) because they have a teleporter in front of them. The teleporters are placed very weirdly in front of almost all of the portals, so it's really difficult to hit an orb inside of a portal like in the UFO one at 43%. It's also hard to hit the orbs at 45-46% for the same reason: the timings aren't very consistent. Having invisible ramps would be an easier way to make the timings more consistent.
Visually, this part is a big improvement over the rest of the level so far. There's a lot more color in this section, the black and white look a lot more coherent, there's a lot more pulsing, and there's more detail put into the block designs and backgrounds.
66-74%, 77-80% (second part of drop) This part looks a lot more distinct than the rest visually. I don't really like the color of the stars, but I like the idea of having the stars there in the first place. I also like the way the blocks fall at 69%, I think it's a neat little effect that surprisingly doesn't obscure the gameplay for me. The block designs are, again, a bit too empty, and I think the pulsing colors at 69% are a bit too seizure-y. I also think the foreground looks really glow-heavy. It doesn't make this part laggier or harder to see, but it is something worth noting. Glow is mostly used to enhance decoration, I don't really enjoy seeing it when it's on its own. That's just me, though.
The dual gameplay is okay. Aside from the yellow orbs at 71%, the orb timings in this section are a lot more consistent than the timings are in the rest of the level.
91-100% (ending) This part visually looks really, really empty. The only decoration at all in this part is some white lines with black glow and a couple grass objects. There isn't really any air decoration, there's no block designs or backgrounds, there aren't even really any colors. It looks really rushed and could unarguably use a lot more. I do like the custom font in the ending screen though.
The gameplay in this part isn't very interesting. It's a mere couple spike jumps with a skippable green orb at 95%, not much else to say. It could certainly be a lot more interesting.
12-16%, 27-37%, 58-65%, 75-76%, 81-90% (auto breaks) These parts are all mostly auto or very consistent orb jumps over a black screen. When you put them all side-by-side, you can see a large portion of this level (about 36%) is semi-auto over a black screen. You should definitely try to avoid having so many of these in the future because they're considered somewhat effortless and they're not very interesting to play through or look at. I'd suggest not having very of these types of breaks in the future and instead having more decorated semi-auto segments.
Overall Rating Decent. While there's too many gameplay flaws and too much missing from the design to warrant anything above a Decent, there is potential in this level. As I said, I do like some of the designs, and the level is fairly competently made with some really well-made custom text for the ending screen. A few things to remember for the future: next time, remember to playtest your gameplay a bit more to avoid potential skips and poor transitions. Also, try to focus a bit more on creating more consistent gameplay with less of an emphasis on teleporters.
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Post by jfh315 on Sept 22, 2019 20:46:29 GMT -5
Thanks for the feedback. This is definitely information that I could really use in the future. This was really helpful!
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Post by RFMX on Sept 23, 2019 5:18:27 GMT -5
Laaate.
Because you are the person who knows best of your level, a good way to test your gameplay is to hand it to your friend or others and get feedback from them. When they feel cheated by the level, your level probably has something to work on.
If you don't have a person nearby to test for you, record yourself playing the level. This is especially useful for testing transitions, as you can slow it down and count the time given to react to the next move.
Adding something on the review from ClubstepJoltik DubstepJoltik:
0-7% (first cube) - Though it may be sensible to use the mini blocks for mini cube, jumping on those is actually harder than it seems, especially to those accustomed to tapping every time. Refrain from using the teleporter to move players in the middle of the level. If you wish to start the level higher, make it the very first block in the field. (FYI you can move blocks outside the left border of the level. This method is also useful to set objects to be invisible at the start.
7-11% (first ball) - Never place size portals when the player needs to act. (with a very good example of Shock by Danolex) Size portals is not an aesthetic choice and it affect gameplay. It can cause death, warn you.
Generally - Use more triggers, not only on decoration, but also on gameplay. Moving platforms, rotating orbs, keys, etc. etc. Diversify your gameplay, and as long it's not so bad that it ruins gameplay, you will automagically make the gameplay better. - For autos, only 1 auto part is enough. This is the meta. Period. - I have to say it: don't show lyrics unless there is a good cause, or a good distraction. Check BuTiTi II by JonathanGD to see what I mean.
You have a good sense of decoration, that's for sure. However, I think that you, like some other level creators I've encountered, should focus on solidifying your gameplay. I promise you, good gameplay paired with your current decoration, feature worthy.
Good levels come from experience. Don't succumb to the first thing you make, because you will realise what you make later is 1000 times better than the one you made at the start.
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Post by Deleted on Sept 24, 2019 11:06:29 GMT -5
Another weird thing is that with the coin route at 50%, the dash orb sort of just gives up on you halfway through, which was rather unexpected. Visual indicators for dash orb ending locations in general are useful. Even if it's just a line.
Both reviews approv'ed, moving to Decent.
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1 posts
Creator Points: 0
Favorite Level: Boomtri by Piseto
Hardest Demon: Problematic by Dhafin
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Post by simplesushi on Jul 16, 2021 6:00:07 GMT -5
Level Name: Neon Dreams Level Creator: SimpleSushi Level ID: 71430923 Level Difficulty: Harder 7* Level Song and Author: SP - Generic Dreams by Steven-Polley Collaboration / Solo Level : Solo Level Extra info: This is a level I created in 1.9 and then lost to a save data bug. I tried to recreate from a video and I think I did an alright job. So basically, treat this like you're reviewing a 1.9 level, because you are.
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Post by redman on Sept 27, 2021 7:27:22 GMT -5
Please check my level! Level name:The Very Hell Level creator:RedMan0000 Time:1 min 27 sec Music Clubstep author DJ-nate Id:74084839 Level difficulty easy Demon 10*
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Post by fratalkan on Jan 2, 2022 8:41:28 GMT -5
pls my level request harder ıd:77062344 pls
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Post by fratalkan on Jan 2, 2022 8:41:40 GMT -5
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Post by fratalkan on Jan 2, 2022 8:42:02 GMT -5
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59 posts
Creator Points: 0
Favorite Level: Retray
Hardest Demon: ABCDEFGHIJKLMNOPQRS
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Post by endieenderman on Mar 29, 2022 21:45:54 GMT -5
i like my lvl requested name: ox dex 2
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61 posts
Discord: PeterKart4444#0179
Creator Points: 000
Favorite Level: White Space by Xender Game
Hardest Demon: Tower by xVoluminus
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Post by PeterKart4444 on Mar 31, 2022 9:01:12 GMT -5
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WillFlame
Owner
Direful Reflection
An idea has taken root.
5,190 posts
Discord: WillFlame#5739
Favorite Level: Colourful Overnight
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Post by WillFlame on Apr 1, 2022 8:42:25 GMT -5
I am very confused how this became a thread to request your own levels. Locking.
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