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____Squareland 2____
8.6
"Fantastic"
I really liked the challenges in this level. The challenges, I noticed, contained some red herrings (which I absolutely love), complex challenges, and progressive challenges. The red herrings were where I would go that way, but it turned out that way was incorrect, and there was another path to choose. I loved how the challenges were complex when playing, for example, jump there, slide there, aim there (no pun intended -_-), hop over there, and you completed your challenge. I liked how progressive they were, how the arrows sort of "guided" your path. It was awesome smile
The art style was nice and original. You can tell it was made by Stagecrew. Cubic texture styles to fit the bill. The only thing I found baffling were the murky brown patterns in the background. I don't know if they were necessary, but I think the level could have been better if they were removed, or added on to, for example, maybe a few more of those stripes, but thinner, could have been added. I also came to notice where this was taking place. The background was black, so maybe it could have been taking place underground somewhere, or during the night. However, I did not notice any moons or stars, or anything to hint it was nighttime, and that part of the concept confused me. Nevertheless, I did really enjoy the cubic artwork.
This level was original. Although the challenges were progressive, other levels have implemented these progressive challenge styles. Although, I liked how they were arranged in a complex manner. That was great. Some of the challenges were out of this world. The last challenge, where you hopped from portal to portal, or the challenge around the beginning which required simultaneous use between the up and down arrows. It was a level I enjoyed.
http://everybodyedits.com/games/PWKe5IGrcabkI
____Relics of Athena____
8.4
"Superb"
The beginning was a two-path way. Great! I then realized it was for the first blue coin (was it the first?) Then I realized I had to follow the fog arrow so I finished up the blue coin and followed the path ahead. Good. That's when I realized the gameplay was very good. The background did not hurt my eyes, and the challenges were very fluid.
The challenges required a specific combination of arrow keys, mostly, which I enjoyed. Most of the time the spacebar was not used often, which I hate using. There are those "parkour" worlds where a jump must be performed throughout the whole level. In "Relics of Athena" there obviously were jumps required but most of the challenges mainly required arrow key maneuvering. There was one particular challenge though, near the end, which required a long string of arrow maneuvering (pillars), and that part was a bit repetitive, rendering some rage towards a player. (Oh hey DClevels). Very nice considering the concept of the challenges, though.
The art was Stagecrew's, no doubt. That is good, by my means. You can definitely tell the textures and isometric structure of the art, which was Stagecrew's. There was one problem - some pillars were shaded blandly. A 50% dithering was applied, which isn't a problem, but the shading should stretch up along the pillars a bit more, and maybe change the brown hue to a greener hue. Maybe. The clouds were very well created though. The clouds fit the scene just to the right spot, and seeing they are cumulus clouds, they resemble an open area. This makes the player know "Relics of Athena" is taking place somewhere outside (of course the sky is blue as well, giving off a huge hint). Most of the ruins were well shaded though. Nevertheless, I can say the art was done a great job. Nicely done.
The concept of raiding the ruins and snatching the treasure was a great idea. It isn't that much of an original concept, but it was good implementing regardless. The challenges were original, the art was definitely original; only Stagecrew could make art like this, and you could tell Kingoftheozone's signature challenges throughout the level.
Overall, great job. Some things could have improved slightly, but everything else was done very well. If we had reps, I would give DC Stage and Koto all a rep. +1
http://everybodyedits.com/games/PWbNLA2_00bkI
____Project Respawn____
7.9
" Really Good" -- very close to "Great"
As I began Project Respawn I began to wonder why the level was called Project Respawn. It left me to think that it was called like so due to "spawning" back to the beginning after completing one of the four courses. Interesting.
I pondered about the level, and the challenges were conventional but at the same time illusionistic. You often needed to solve your way to get deeper into each of the four courses. Another thing I noted are the bosses at the end of each course, except one. These bosses were significantly more difficult than the course itself. The challenges weren't so out of my world unique, but they did add coherence to each other because of the random empty spacing used throughout.
I was pleased by the gameplay. The signs and text used throughout the courses were pleasing. They alerted at the perfect times, and entertained my "palate". I felt eager to play deeper into Project Respawn as I liked this concept. It really reminded me of last time video games.
The art implemented within Project Respawn was fun. Twisted blocks slightly altered in each course added a fun minimap to look around at. This art type is abstract art, for it has no meaning, but gives off a mood. Only thing is that the "blobs" of color seemed to be magic casted by the bosses, but I think the "blobs" could definitely be redesigned to fit the level more. The texture of the "blobs" could be remade into a more twisted look.
As for the originality, the gameplay was original, and hard to find nowadays. Most players use signs, but signs aren't good for these type of levels… this style is better. Also, the challenges were not specially unique or incredible, but the random maze-like spaces used throughout provided a unique sensory experience. I liked the challenges mostly of how you need to do more than one action, like jump here, jump over there to get across, et cetera.
Overall, the level was unique. It wasn't crazy, incredible unique, but it worked. The art blobs could have been improved... But overall, most of this level was an original design.
http://everybodyedits.com/games/PWpvBy4YbGbEI
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From now on, popular "official" levels/worlds/maps will be rated judging by:
-Challenges
-Minimap Art + In-Game Art
-Originality
-Concept
I will also issue an overview regarding the overall world. I will create a numerical value rating based on the four key points.
If the world matches the four criteria, I will not rate a 10 star rating - I will find anything in the level which is unique and will motivate me to continue reviewing; that is the only way to achieve a solid 10.
Also, this thread is literally perfect for part of EE revival. It can provide a guaranteed source for players to play good worlds. I will review any world I find.
I will only review appraised levels, not every single level coming released.
I do not review bots, including dig bots etc.
I do not review boss maps.
I do not review RPGs.
I do not review hotels.
I do not review "boxed minis".
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