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Post by gdominatorx on Sept 19, 2019 20:40:57 GMT -5
First time. Plz be nice
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Post by DubstepJoltik on Sept 23, 2019 16:17:11 GMT -5
level not found by SinisterrYT ID: 57469758 Requested Difficulty: 6* Personal Difficulty: 6*
0-100% (visuals) Since this level looks virtually the exact same from start to finish, I'll have the visual design under this one heading and talk about the gameplay in another. The design certainly has an interesting "error 404" style to it, which isn't a bad idea in and of itself. However, the execution is pretty lacking. There's virtually no air decoration, no backgrounds, and pretty much only one instance of a color change, which I'll get back to later. The block designs are all layout-esque slabs, which do make for some relatively interesting structures, but the block designs themselves are very underdeveloped and could use a lot more detail and maybe pulsing.
The blocks change color to a dark maroon at about 87% (though the ground line doesn't, which looks pretty bizarre compared to the dark red platforms). I think this color is way too dark considering the background is completely black, so it's kinda hard to see the gameplay here.
There's also some weirdly placed player-color arrows in some parts such as the spider part at 12%. I get that they exist to guide the player on when to teleport, but they don't really fit with the rest of the design. I would personally suggest avoiding using player colors in levels, especially if there isn't that much detail in the level (because then they would stand out too much), because they can look pretty bizarre under certain circumstances (if my icon was brown, the arrows would look pretty bad). I would suggest having differently shaped arrows that look more natural with the general design of the level.
0-100% (gameplay) I do appreciate that this level is at least decently playtested. There's ceiling spikes offscreen above 5% so the player can't fall too far out of the level (though holding the dash orb for just a little bit and letting go early causes the player to fly in the middle of the ceiling spikes). Throughout the level, the portals are also large enough so that the player can't just go over or underneath them. They do clash with the design a bit, but at least they're optimized.
The gameplay in this level otherwise is actually okay. There's lots of movement in each of the parts, which is refreshing from the abysmal "just fly in the middle" or "jump over one spike and do nothing for the rest of the level" tropes that many levels unfortunately fall into. I also appreciate that there's no offscreen timings or anything of that sort.
There are still a couple complaints I'd make. Like I said, there are some playtesting mistakes, and there's also a very weirdly placed black orb at 74%. I would recommend placing another black orb in the exact same place, but making it invisible and also scaling it up to prevent weird timings like this for happening again. I'd also move down the dash orb at 75% because the way it is, it's weird having to tap once really quickly and then hold. The S blocks there are also not very clearly defined. Another thing is the speed portals are very weirdly placed. I personally find it a bit odd to start the drop off slow and then add a fast speed portal later when the song is going at the same speed.
Overall Rating Needs Improvement. This level was honestly fairly close to being a Decent because the gameplay is generally interesting and avoids most pitfalls that often bring gameplay down. However, it does still have a few mistakes, and the visual design is a bit too underdeveloped to make up for it. I would strongly suggest working on making your levels more dynamic and visually interesting by using more pulses/movement and adding more decoration to your levels. I would also suggest taking note of the little mistakes you made that I mentioned (e.g. weird timings, the ground color line looking out of place, etc.) so you don't make them again for future levels.
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Post by Deleted on Sept 24, 2019 11:09:17 GMT -5
Review approved, moving to NI.
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