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Re: 16th Level Designer Contest

PostPosted: December 26th, 2011, 4:34 am
by Karyete
Wait a sec...You took off points in Fun AND Other simply because it was too short?! :shock:

THAT is pretty unfair.

Re: 16th Level Designer Contest

PostPosted: December 27th, 2011, 11:20 am
by MessengerOfDreams
Alright, I awarded everyone's medals except for ours. I really hope Suyo actually does something and awards Ven/I ours, cause that'd just be weird, giving myself a gold medal.

Also, Volcove, you're teasing me by now. Please upload your comments, pretty please?

Re: 16th Level Designer Contest

PostPosted: January 1st, 2012, 11:26 pm
by Volkove
_-_
Apparently trying to be over elaborate doesn't work well, so I'll focus on keeping it brief.

Something went wrong with saving SMIC's commenting, so I'll look into that tomorrow after I get some sleep.

The Underground Temple! - ~MP3 Amplifier~
Spoiler: show
RATING: 14/20
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FUN: 6.25/10
As a whole, the level was a bit on the dull side. Nothing jumped out at me in terms of set up, difficulty level or positive notability, and it made the level a bit of a drag to play out as a result. While there are a couple gems that offer something unusual (the water section comes to mind right away), many other obstacles and regions could have been potentially interesting with some better set up, yet simply weren't due to being generic and plain.
As an example of the above, the first long pit of lava with the moving platform comes to mind. Besides invoking an unnecessary period of waiting (a time and go platform would have allowed for the player to keep moving, possibly to keep up with the music), and the cross itself was completely uneventful, which in itself was rather disappointing. Adding enemies, jumping obstacles or just about anything to make it a challenge would have worked much better in my eyes.
A final issue is the sudden, anti-climactic nature of the level's ending. The conclusion offered nothing significant since it just took place in another chunk of the level, and thus felt unsatisfying in the end.
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GRAPHICS: 4/5
I was pleasantly surprised with how the level looked as a whole, as while it is relatively simple in its structure, it is still functional and works quite well as a whole. The cavernous tunnels combined with the temple structure look interesting, and the fact that the latter still seems to work reasonably well despite utilizing a cavern background is commendable.
However, at the same time, there are a few negatives that jump out at me, and they are what end up diminishing the score to what it is now.
- The solid cavern tiles are best cycled in a checkerboard format, not spammed endessly to encompass the entire cavern section. Granted, the way it was done ensured it wasn't as much of an issue, but it still could have looked better.
- For a cavern as well as a temple that takes place underground, it feels way too open in many areas. I would imagine such areas to be encrusted in the ground, yet too many areas seem to float in yawning chasms that extend in practically every direction. It simply detracts from the feeling for me.
- Many of the obstacles chosen (clockwork apparatuses, very basic moving blocks) just don't fit the environment, and stand out like sore thumbs. Generic moving blocks don't tend to work well.
- The first water section has some rather noticeable cutoff since you enter the water from the side.
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OTHER TOUCHES/BUG REPORT: 3.75/5
- The music choice certainly fits the level. It suits the mood well, and while the lyrics don't really fit, it doesn't clash with the environment either, so it is rather fitting in my eyes. Erm, ears. +0.75
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It is a respectable entry for certain, but unfortunately, it isn't memorable enough as it stands. I hope these comments help towards the 17th LDC, as I'm sure that much more is possible.
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This Is War - NanTheDark
Spoiler: show
RATING: 16/20
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FUN: 7.5/10
It is a bit hard to measure the level in this department. On one hand, it was rather generic in its set up and play style, and doesn't seem very lasting at a first glance. However, on the other, the mood, pacing and feel for the level would be what allows it to stand out more than usual, and there are a few features (bullet bill obstacles comes to mind) that aren't typically encountered in such a fashion. I suppose both of these factors together justify a score around the average mark.
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GRAPHICS: 3.5/5
Unfortunately, the level is weakest in this department, but even then it isn't to a significant enough extent that it cripples the level. They're plain for the most part, but relatively functional and issue-free. The effort is certainly present to make it appear as the title and song both imply, but it just doesn't work as well as it could. It is hard to say what could have been added, though.
The occasional cutoff between the cavernous tiles and lava doesn't help either, as the two can't really be forced to interact in such a manner.
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OTHER TOUCHES/BUG REPORT: 5/5
- The music fits the pace as well as the theme of the level. +1
- The above is combined with a simple but functional (and believable) story that works with the song. +0.5
- The conclusion is very solid as well, especially with the final (albeit brief) fight. +0.5
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Your levels seem to specialize in being rather thematic levels, and such an entry reflects this. I apologize for how brief such a review is, but I find it unusually difficult to elaborate on this one for some reason.
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Destinations - MessengerOfDreams, Venexis
Spoiler: show
RATING: 17.75/20
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FUN: 8.25/10
Although there are a few rough patches in some areas (iffy enemy placement, non-intuitive methods to proceeding, linearity issues), the entire level makes for a truly enjoyable experience. The length didn't end up being as much of a problem as I initially thought, and neither did the lack of enemies for significant chunks of the level. The loading issues weren't significant enough to hurt the score either. Positives were numerous enough to justify such a score, considering the the greatly enjoyable experience I had playing through this entry.
A somewhat weighty problem, which is probably the main issue worth mentioning, is the ending to the entire series, or lack thereof. I'm aware of the theme and such, but at the same time, the fact that you never literally complete anything remains irksome, since the final goal is ultimately lost.
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GRAPHICS: 4.5/5
Graphics are, quite honestly, close to top notch for this one. I was prepared to elaborate on this, but it doesn't really seem necessary, since it only takes a glance to know what was done in this department.
The only real reason it doesn't get a perfect score is that there are minor nuances here and there that don't fit as well along with more instances of cutoff than I would have liked (sewer water, some outside castles, blatant lava cutoff). They stand out too much for my liking, and could have been decreased or removed entirely.
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OTHER TOUCHES/BUG REPORT: 5/5
- The music certainly fits the theme like a glove. It added to the overall feeling all the more, making it a superb choice. +1
- As usual, I can't agree with the use of moving blocks that drag the player into the other platforms. -0.35
- The trick done with the eyeballish nightmare creature is especially mesmerizing, as it is to the point of being something extra done with those blocks that catches one's attention quite effectively. +0.75
- The 4th section's earthquake effect is overkill; the double image gives me a headache trying to navigate it, forcing me to zoom out to control it better. It should never be to the point of causing player such grief. -0.4
- The entire story and theme overall is probably the most original sequence I've seen here, as the overall construction and writing is of a very high quality. It makes the level really easy to get into, and despite being a bit too reliant on signs, it still remains balanced between storytelling and gameplay. Utilizing links for especially lengthy conversations and such was a good move as well. +1
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Considering what this level brings to the table, it would be astonishing if it didn't get a medal of some kind. Fantastic job.
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Re: 16th Level Designer Contest

PostPosted: January 2nd, 2012, 11:54 am
by ~MP3 Amplifier~
Oh yes, once Volcove posts through SMIC's comments, I'd say this topic should be locked and taken to graveyard, is that fair?

I can't take it to the graveyard though, so one of the mods or glomods had better do that for me. :P

Re: 16th Level Designer Contest

PostPosted: January 4th, 2012, 10:50 am
by NanTheDark
Volcove wrote:Your levels seem to specialize in being rather thematic levels, and such an entry reflects this.


...

That's because these contests have a theme. And I try to fit the theme. Because that's what LDCs are about.

That's why i brought up the "Freestyle" idea. So it can be a contest where designers can be as creative as they want. The themes restrict us.

And I know that my levels suck. And that's mostly because I start working on them 2 days before the deadline. But that's gonna change.

Re: 16th Level Designer Contest

PostPosted: January 4th, 2012, 12:32 pm
by Volkove
I mean that they focus around an external theme unrelated to the contest itself, and exude a unique feeling as a result. I've only seen MoD and Ven match such a trait up to this point.

Otherwise, the theme only restricts you if allow it to do so. The 15th LDC was basically freestyle (basic designing is more of a challenge than a theme, IMO), and most of the submissions used the same common themes anyways, so I don't see this changing.

Re: 16th Level Designer Contest

PostPosted: January 4th, 2012, 12:34 pm
by ~MP3 Amplifier~
Is it OK if you PMed SMIC's judgings to him @Volcove? I'd like to lock this now, as it's officially over. :P

Re: 16th Level Designer Contest

PostPosted: January 4th, 2012, 12:35 pm
by Volkove
Go ahead.