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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