32 posts
Discord: 21Charlzzz#8668
Creator Points: 0
Favorite Level: Old Idols
Hardest Demon: The Caverns
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Post by GD Charz on Feb 27, 2020 4:23:17 GMT -5
Hey, I just finished my new level, and I'm looking for someone to reveiw it! Level info: Level Name: Veva Level Creator: GD Charz Level ID: 59906173 (Updated) (04/03/2020) Level Difficulty: Hard 4* Level Song and Author: Veva by 1f1n1ty Collaboration / Solo Level : Solo Level Youtube link: youtu.be/wVHFLo_e6ME (Up to date) (04/03/2020)
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32 posts
Discord: 21Charlzzz#8668
Creator Points: 0
Favorite Level: Old Idols
Hardest Demon: The Caverns
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Post by GD Charz on Feb 27, 2020 10:34:26 GMT -5
I will change this video because im updating the level, so dont reveiw yet.
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32 posts
Discord: 21Charlzzz#8668
Creator Points: 0
Favorite Level: Old Idols
Hardest Demon: The Caverns
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Post by GD Charz on Feb 27, 2020 12:37:28 GMT -5
Ok level is updated, the video will be it today or tomorrow so check the level if you are doing a review.
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32 posts
Discord: 21Charlzzz#8668
Creator Points: 0
Favorite Level: Old Idols
Hardest Demon: The Caverns
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Post by GD Charz on Feb 28, 2020 10:28:31 GMT -5
Ok, video updated, feel free to reweiw! (04/03/2020)
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39 posts
Discord: ItzGray#6094
Creator Points: 0
Favorite Level: Psychosis
Hardest Demon: Blade of Justice
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Post by ItzGray on Mar 8, 2020 10:12:29 GMT -5
Really good level! (I notice it's 1. been rated and 2. been updated since I played it) I'm not the best judge on levels though, I'll leave that to someone else.
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Post by DubstepJoltik on Mar 13, 2020 8:50:46 GMT -5
I apologize I'm late on this lol. This level overall doesn't look the best visually. I'm not too big a fan of the color scheme; it looks kinda weird given how desaturated all the colors with some kinda bizarre outliers (like the bright orange lava in some parts and the full white pulses of the bouncing spikes towards the middle of the level). I also think the arrows look a little too big and are really close to the ground; they almost look like spikes, honestly. Some of the background flashes are also noticeably out of sync, most notably at 62%. There's also quite a few parts where the decoration is just white with black glow underneath them; I don't really like these. They don't pulse with the rest of the level and just feel like they artificially take up space. These aren't very present in the second half of the level and I think it looks better without them. The gameplay in this level isn't the best, but it's somewhat understandable given the difficulty and it is actually a step above some levels of the same difficulty. The ship part at % actually has a good deal of vertical movement, which is something lots of easier levels lack, so points for that at least. Some of the gameplay, though, is a little bit awkward. For example, the transition into ship at 46% is a bit sudden and the blocks outside the ship blend in too well with the background to see them clearly, so it can be confusing as to what's going on. Other parts like 54% can be really confusing because of the invisible blocks. I think if you want static blocks to be invisible, you should put the fading blocks instead because they're invisible, but still indicate where the robot can safely walk over. I find the last ball/spider part to be the most fun though, for it has really good sync and lots of movement. I kinda wish it was longer; the level does end pretty abruptly. This level definitely isn't bad or anything, it's just not the most interesting out there. Despite this, it does do some things well, such as the more interesting parts of the gameplay and some effects and design choices (like the glowy pillars in the second half). This isn't too bad given it only took a month to build. I'd move this to Good, but I noticed this got featured a bit ago, so congratulations! Moving to Rated. I have a review from Wulzy too. I put it in the spoiler below: This level starts off pretty basic, and evolves to a more glowy style towards the end, where it cuts off randomly. The deco range is pretty sparce, and could do with some experimentation or some unique aspects, to make it stand out from other design levels. There are some awkwardly shaped details used throughout the level which, in turn, leaves some awkward spaces that are annoying to fill - and this results in an imbalance of decoration, as there are some areas that are more densely decorated than others. There has been an attempt at pulses, mainly swapping black and white, but they are frequently off sync, and could be experimented with further, to create a nicer variation in colour and aesthetic. The majority of the level is static, and blocks that move have strange easings, which takes away from the fluidity of the level - specificially in the first ship section: the deco is also static and rarely changes in colour which makes it look quite odd in contrast to the ground spikes that are pulsing on every beat. As for the glowier section, I like how the structures are eased into the ground spikes with black glow, and I like how there are custom details on the edges of the ground spikes. This, alongside the glow strips makes the level feel mystical, and creates a theme that isn't present in the beginning. For the level to be memorable it needs to have a consistent theme, or special details to it - so this element could be continued throughout the whole level. Overall, the level is pretty average, and has little to no character to it - to improve this maybe try to find a better and more unique colour scheme, and keep 'don't fade' consistent throughout each section as there are inconsistencies in the design due to this being distributed unevenly.
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32 posts
Discord: 21Charlzzz#8668
Creator Points: 0
Favorite Level: Old Idols
Hardest Demon: The Caverns
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Post by GD Charz on Mar 13, 2020 15:29:56 GMT -5
I apologize I'm late on this lol. This level overall doesn't look the best visually. I'm not too big a fan of the color scheme; it looks kinda weird given how desaturated all the colors with some kinda bizarre outliers (like the bright orange lava in some parts and the full white pulses of the bouncing spikes towards the middle of the level). I also think the arrows look a little too big and are really close to the ground; they almost look like spikes, honestly. Some of the background flashes are also noticeably out of sync, most notably at 62%. There's also quite a few parts where the decoration is just white with black glow underneath them; I don't really like these. They don't pulse with the rest of the level and just feel like they artificially take up space. These aren't very present in the second half of the level and I think it looks better without them. The gameplay in this level isn't the best, but it's somewhat understandable given the difficulty and it is actually a step above some levels of the same difficulty. The ship part at % actually has a good deal of vertical movement, which is something lots of easier levels lack, so points for that at least. Some of the gameplay, though, is a little bit awkward. For example, the transition into ship at 46% is a bit sudden and the blocks outside the ship blend in too well with the background to see them clearly, so it can be confusing as to what's going on. Other parts like 54% can be really confusing because of the invisible blocks. I think if you want static blocks to be invisible, you should put the fading blocks instead because they're invisible, but still indicate where the robot can safely walk over. I find the last ball/spider part to be the most fun though, for it has really good sync and lots of movement. I kinda wish it was longer; the level does end pretty abruptly. This level definitely isn't bad or anything, it's just not the most interesting out there. Despite this, it does do some things well, such as the more interesting parts of the gameplay and some effects and design choices (like the glowy pillars in the second half). This isn't too bad given it only took a month to build. I'd move this to Good, but I noticed this got featured a bit ago, so congratulations! Moving to Rated. I have a review from Wulzy too. I put it in the spoiler below: This level starts off pretty basic, and evolves to a more glowy style towards the end, where it cuts off randomly. The deco range is pretty sparce, and could do with some experimentation or some unique aspects, to make it stand out from other design levels. There are some awkwardly shaped details used throughout the level which, in turn, leaves some awkward spaces that are annoying to fill - and this results in an imbalance of decoration, as there are some areas that are more densely decorated than others. There has been an attempt at pulses, mainly swapping black and white, but they are frequently off sync, and could be experimented with further, to create a nicer variation in colour and aesthetic. The majority of the level is static, and blocks that move have strange easings, which takes away from the fluidity of the level - specificially in the first ship section: the deco is also static and rarely changes in colour which makes it look quite odd in contrast to the ground spikes that are pulsing on every beat. As for the glowier section, I like how the structures are eased into the ground spikes with black glow, and I like how there are custom details on the edges of the ground spikes. This, alongside the glow strips makes the level feel mystical, and creates a theme that isn't present in the beginning. For the level to be memorable it needs to have a consistent theme, or special details to it - so this element could be continued throughout the whole level. Overall, the level is pretty average, and has little to no character to it - to improve this maybe try to find a better and more unique colour scheme, and keep 'don't fade' consistent throughout each section as there are inconsistencies in the design due to this being distributed unevenly. Thanks guys!
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