41 posts
Discord: phantom_rx
Clans: N/A
Creator Points: 0
Favorite Level: Delta Interface
Hardest Demon: Future Funk
Mini-Profile Background: black
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Post by unseenlegend on Oct 8, 2019 6:11:47 GMT -5
Level Name: Tech Core
Level Creator: UnseenLegend
Level ID: 57722475
Level Difficulty: Harder 6*
Level Song and Author: -BlastProcess- by Waterflame
Collaboration / Solo Level : Solo Level
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3,301 posts
Favorite Level: triple spikes
Hardest Demon: Blood bath
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Post by alex ffrtegfd on Oct 11, 2019 15:30:06 GMT -5
This looks promising, but it just isn't there yet.
I'm gonna structure my review, dividing it between gameplay and decorations, because there's some things I wanna say about both.
GAMEPLAY It's not terrible, but it has a few considerable flaws.
- The difficulty is rather inconsistent, ranging from parts with hard timings (like the cube at 34%) to pretty easy ones (Like the ship at 78%). I think this is very well illustrated by the dual: the first half is a very easy symmetric cube, while the second half features a cube and a mini UFO, and is much harder. This is the case with the coins aswell; the first one is nearly free, while the last one requires a lot more skill to collect all the mini-coins. What you need to do is decide on a difficulty and stick to it; if you choose to make an easy demon, don't have a long stretch of straight fly, neither a cube that is basically free (I'm exaggerating a bit but you get the picture). It's all about balance.
- Some of the gameplay could have been a lot more interesting. For example, the first cube could have had some orbs and jump pads, instead of just having to jump from single block to single block (more on that later in the deco section); what's more, this style of gameplay carries onto the cube part at 39%. My advice is that you try and keep things more varied, add some extra elements to give it some spice.
- Some transitions are too quick, like the ship at 7% which basically throws you into the part in a split second, or the robot at 57%, which does basically the same but quicker. It's not the worst thing ever if you're making a memory demon (which is what this seems to be), but I would still advise you to give players more time to react to what's coming up, especially for easier levels. If you die before you can do anything about it, that's frustrating.
- In my opinion, you added too many auto parts. Auto parts are generally pretty frowned upon, and with reason: they get boring after a few attempts, especially the longer ones. Now, in this level particularly I don't think it's a huge problem, but there's some of these auto parts which could easily be filled with more gameplay. Watch out for that. The level also ends pretty abruptly, which is rather unsatisfying. Try to end the level somewhere where it makes sense, like the end of a drop.
- But hey! On the bright side, there weren't any frustrating parts (besides the dual, that thing is so annoying, although I appreciate the originality), and the game modes were nicely varied for the most part (although there was no Robot or Spider, those exist too you know :P).
Overall: needs to be worked on. You need to concentrate on making your gameplay more consistent and varied. I would suggest that you look at some recent demon levels, search for some layouts, and see if you can find ideas you like, and also practice, iterate and experiment until you have something fun. Not too bad though!
DECORATION I like the direction you're going, but you still have a ways to go.
- For starters, it's really hard to talk about this level without mentioning the huge disparity in styles between different parts of the level. It starts off with this sort of techy design (hence the name I suppose), then it switches to orange, which is fine, but then it turns into generic 2.1 designs, and suddenly you're in this very colorful wave... What I get out of this is that you basically got bored of the theme of the level and started building the sections you had left in a completely different (mostly not as good) style. The thing is, levels need to be cohesive, each part needs to make sense next to the others in some way (this is a pretty common problem with collabs, where each creator uses their own style and the whole thing ends up looking like random parts put together). The problem, I think, is that you rushed this. It's a very common problem, I've done it way too much in the past; you just want to release the level already so you get the last few segments out of the way. This is not the way to go at all, you have to put effort into each segment so that there are no weaker parts that make the whole thing fall apart (maybe you could compare it to a bridge in that way). Look, if you need a break, take it. There's nothing wrong with that. You can always come later, with fresh, renewed energy, and continue building. But don't try to finish the level if you don't feel like it yet. It's not gonna be good for you or the level.
- The first part of this level can be best described as messy. Don't get me wrong, the designs aren't bad, but it feels too cluttered. The different decorations are constantly clashing with eachother, making it unappealing to the eye; try to not have your deco elements intersect with eachother, and it will be much better to look at. Some air deco elements are too complex for air deco, like in the first cube. Usually you want a decent part of the objects to go in the block design, while the background elements are simpler, to give some room to breathe for the player looking at it. This doesn't mean bland, it just means more subtle stuff. Speaking of this, I think this style could benefit from more blending colors, and even some glow (don't spam it though). Also, a small thing: the background for the dual wave rotates way too fast. Usually for backgrounds like these you want something that moves slower and more smoothly.
- The block structures really could have used more variety in some parts. Coming back to the first cube part, It's just floating blocks; I'm sure that you could have added more complex structures, like pillars, for example. This is linked with your gameplay, if the gameplay isn't varied, it's hard to vary your structures aswell.
- More on the color topic, two things. First, the colors in this level clash quite a bit, especially the first blue parts and orange parts, where there's a variety of colors ranging from deep blue to cyan (or brown to bright orange in the second case). Now, this isn't bad if you have a main, prominent color and use the others more subtly, in some specific decorations and what not. But if you're not careful it makes the level look messier (which is what happened here I think) and less appealing. I think you could benefit from learning more about color combinations, and how colors work together. And second, there's not enough variation in the colors for the most part. Having the level be blue for so long makes it more boring to look at. I'd recommend changing colors more and adding more background and color pulses to help make the level feel more dynamic.
- I noticed some issues with Z layering in this level. This means, many decorations were on top of the player or the block design when they shouldn't. This is something you have to be very careful about, since it can make your level look really un-smooth (which isn't even a word but I can't think of a better term right now) and even cluttered (as you can see, there's many reasons why your level ended up looking messy). It's not a hard fix, as long as you know how Z layering works. If you don't know how it's done, basically select your object(s) and press the "Edit Group" button. There you will find 7 layers (B4, B3, B2, B1, T1, T2, T3; B layers are behind the player and T layers are on top) and an option to change the specific Z order for objects in the same layer. It shouldn't be hard to fix, as I said, just might take some time with more complex designs.
- The second part, until the end wave (70% - 90%), just looks bland and rushed, I'm sorry. It doesn't work with the theme, and the designs look much less interesting than the rest of the level. There's nothing else I can really say about this part that I haven't said already. Just try not to rush things.
- The last part, although it doesn't fit at all, is by far the cleanest looking of the level. The design could have had more elements to it, but I liked the colorful scheme you had going on. I also liked the object movement a lot. Just one thing, which is a problem the rest of the level had aswell...
- Object fading made some backgrounds and designs look hideous when exiting the screen. Lucky for you, this can be fixed if you go back to the "Edit Group" menu. On the bottom left there's 2 checkboxes: "Don't Fade" (which disables fading for the selected object") and "Don't Enter" (which disables entering effects). This will make your level look far cleaner, as small as it may seem. It's your choice what fades and what doesn't, but most of the time you'll want to check these for your backgrounds and effects, and I personally prefer to check it for complex block designs aswell (well, actually I like to check it for EVERY object in the level, but that's just my style, you don't need to do this).
Overall: Good ideas, but the execution was messy and rushed. There was a lack of continuity in theme which made it look like parts of different levels slapped together. The best thing you can do here is check out featured levels, see how the big creators do things, and of course keep building levels and experimenting with the different objects to see what you can come up with. And also, remember to take your time.
FINAL SCORE: I'm giving this a Decent. The level fails to look very good mostly, and isn't the most fun thing to play in the world, but it's not bad either. With some more time I can see you becoming a great creator!
And sorry if this takes long to read through lol just wanted to give lots of advice
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Post by Deleted on Oct 11, 2019 19:45:14 GMT -5
Just want to also add that the cut off blocks and sort of floating empty spaces at 35% are a rather large detriment to the level's decoration. I'm debating in my head whether this is a high NI or a low Decent, but I'll go with your placement and just specify the low. Moving to Decent.
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41 posts
Discord: phantom_rx
Clans: N/A
Creator Points: 0
Favorite Level: Delta Interface
Hardest Demon: Future Funk
Mini-Profile Background: black
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Post by unseenlegend on Oct 12, 2019 11:09:45 GMT -5
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41 posts
Discord: phantom_rx
Clans: N/A
Creator Points: 0
Favorite Level: Delta Interface
Hardest Demon: Future Funk
Mini-Profile Background: black
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Post by unseenlegend on Oct 12, 2019 11:10:46 GMT -5
This looks promising, but it just isn't there yet. I'm gonna structure my review, dividing it between gameplay and decorations, because there's some things I wanna say about both. GAMEPLAYIt's not terrible, but it has a few considerable flaws. - The difficulty is rather inconsistent, ranging from parts with hard timings (like the cube at 34%) to pretty easy ones (Like the ship at 78%). I think this is very well illustrated by the dual: the first half is a very easy symmetric cube, while the second half features a cube and a mini UFO, and is much harder. This is the case with the coins aswell; the first one is nearly free, while the last one requires a lot more skill to collect all the mini-coins. What you need to do is decide on a difficulty and stick to it; if you choose to make an easy demon, don't have a long stretch of straight fly, neither a cube that is basically free (I'm exaggerating a bit but you get the picture). It's all about balance. - Some of the gameplay could have been a lot more interesting. For example, the first cube could have had some orbs and jump pads, instead of just having to jump from single block to single block (more on that later in the deco section); what's more, this style of gameplay carries onto the cube part at 39%. My advice is that you try and keep things more varied, add some extra elements to give it some spice. - Some transitions are too quick, like the ship at 7% which basically throws you into the part in a split second, or the robot at 57%, which does basically the same but quicker. It's not the worst thing ever if you're making a memory demon (which is what this seems to be), but I would still advise you to give players more time to react to what's coming up, especially for easier levels. If you die before you can do anything about it, that's frustrating.
- In my opinion, you added too many auto parts. Auto parts are generally pretty frowned upon, and with reason: they get boring after a few attempts, especially the longer ones. Now, in this level particularly I don't think it's a huge problem, but there's some of these auto parts which could easily be filled with more gameplay. Watch out for that. The level also ends pretty abruptly, which is rather unsatisfying. Try to end the level somewhere where it makes sense, like the end of a drop. - But hey! On the bright side, there weren't any frustrating parts (besides the dual, that thing is so annoying, although I appreciate the originality), and the game modes were nicely varied for the most part (although there was no Robot or Spider, those exist too you know ). Overall: needs to be worked on. You need to concentrate on making your gameplay more consistent and varied. I would suggest that you look at some recent demon levels, search for some layouts, and see if you can find ideas you like, and also practice, iterate and experiment until you have something fun. Not too bad though! DECORATIONI like the direction you're going, but you still have a ways to go. - For starters, it's really hard to talk about this level without mentioning the huge disparity in styles between different parts of the level. It starts off with this sort of techy design (hence the name I suppose), then it switches to orange, which is fine, but then it turns into generic 2.1 designs, and suddenly you're in this very colorful wave... What I get out of this is that you basically got bored of the theme of the level and started building the sections you had left in a completely different (mostly not as good) style. The thing is, levels need to be cohesive, each part needs to make sense next to the others in some way (this is a pretty common problem with collabs, where each creator uses their own style and the whole thing ends up looking like random parts put together). The problem, I think, is that you rushed this. It's a very common problem, I've done it way too much in the past; you just want to release the level already so you get the last few segments out of the way. This is not the way to go at all, you have to put effort into each segment so that there are no weaker parts that make the whole thing fall apart (maybe you could compare it to a bridge in that way). Look, if you need a break, take it. There's nothing wrong with that. You can always come later, with fresh, renewed energy, and continue building. But don't try to finish the level if you don't feel like it yet. It's not gonna be good for you or the level. - The first part of this level can be best described as messy. Don't get me wrong, the designs aren't bad, but it feels too cluttered. The different decorations are constantly clashing with eachother, making it unappealing to the eye; try to not have your deco elements intersect with eachother, and it will be much better to look at. Some air deco elements are too complex for air deco, like in the first cube. Usually you want a decent part of the objects to go in the block design, while the background elements are simpler, to give some room to breathe for the player looking at it. This doesn't mean bland, it just means more subtle stuff. Speaking of this, I think this style could benefit from more blending colors, and even some glow (don't spam it though). Also, a small thing: the background for the dual wave rotates way too fast. Usually for backgrounds like these you want something that moves slower and more smoothly. - The block structures really could have used more variety in some parts. Coming back to the first cube part, It's just floating blocks; I'm sure that you could have added more complex structures, like pillars, for example. This is linked with your gameplay, if the gameplay isn't varied, it's hard to vary your structures aswell. - More on the color topic, two things. First, the colors in this level clash quite a bit, especially the first blue parts and orange parts, where there's a variety of colors ranging from deep blue to cyan (or brown to bright orange in the second case). Now, this isn't bad if you have a main, prominent color and use the others more subtly, in some specific decorations and what not. But if you're not careful it makes the level look messier (which is what happened here I think) and less appealing. I think you could benefit from learning more about color combinations, and how colors work together. And second, there's not enough variation in the colors for the most part. Having the level be blue for so long makes it more boring to look at. I'd recommend changing colors more and adding more background and color pulses to help make the level feel more dynamic.
- I noticed some issues with Z layering in this level. This means, many decorations were on top of the player or the block design when they shouldn't. This is something you have to be very careful about, since it can make your level look really un-smooth (which isn't even a word but I can't think of a better term right now) and even cluttered (as you can see, there's many reasons why your level ended up looking messy). It's not a hard fix, as long as you know how Z layering works. If you don't know how it's done, basically select your object(s) and press the "Edit Group" button. There you will find 7 layers (B4, B3, B2, B1, T1, T2, T3; B layers are behind the player and T layers are on top) and an option to change the specific Z order for objects in the same layer. It shouldn't be hard to fix, as I said, just might take some time with more complex designs.
- The second part, until the end wave (70% - 90%), just looks bland and rushed, I'm sorry. It doesn't work with the theme, and the designs look much less interesting than the rest of the level. There's nothing else I can really say about this part that I haven't said already. Just try not to rush things.
- The last part, although it doesn't fit at all, is by far the cleanest looking of the level. The design could have had more elements to it, but I liked the colorful scheme you had going on. I also liked the object movement a lot. Just one thing, which is a problem the rest of the level had aswell...
- Object fading made some backgrounds and designs look hideous when exiting the screen. Lucky for you, this can be fixed if you go back to the "Edit Group" menu. On the bottom left there's 2 checkboxes: "Don't Fade" (which disables fading for the selected object") and "Don't Enter" (which disables entering effects). This will make your level look far cleaner, as small as it may seem. It's your choice what fades and what doesn't, but most of the time you'll want to check these for your backgrounds and effects, and I personally prefer to check it for complex block designs aswell (well, actually I like to check it for EVERY object in the level, but that's just my style, you don't need to do this).
Overall: Good ideas, but the execution was messy and rushed. There was a lack of continuity in theme which made it look like parts of different levels slapped together. The best thing you can do here is check out featured levels, see how the big creators do things, and of course keep building levels and experimenting with the different objects to see what you can come up with. And also, remember to take your time. FINAL SCORE: I'm giving this a Decent. The level fails to look very good mostly, and isn't the most fun thing to play in the world, but it's not bad either. With some more time I can see you becoming a great creator! And sorry if this takes long to read through lol just wanted to give lots of advice Thanks for advice, you were right, the last wave part WAS rushed. The reason i rushed it is because i wanted to see the finished product as i was (and still am) happy with it. The fast reaction timing on the robot section after the level turns orange was there to make the level more synced, i tried to make the level without those 3 rows of spikes and it seemed way too out of sync. The cube right after the robot part was also an experiment, my idea was to make it seem like the level is glitch-ing. I will try to improve from this advice.
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41 posts
Discord: phantom_rx
Clans: N/A
Creator Points: 0
Favorite Level: Delta Interface
Hardest Demon: Future Funk
Mini-Profile Background: black
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Post by unseenlegend on Oct 12, 2019 11:11:41 GMT -5
Just want to also add that the cut off blocks and sort of floating empty spaces at 35% are a rather large detriment to the level's decoration. I'm debating in my head whether this is a high NI or a low Decent, but I'll go with your placement and just specify the low. Moving to Decent. Thanks for moving to Decent and thanks for advice.
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