by Volkove » December 18th, 2012, 3:20 pm
There are tons of levels that get a total of zero posts, which means that this is already doing much better in that regard. I wouldn't complain if I were you; I'd love for even one of my submissions to get this sort of attention.
The problem is more the continued insistence that this is merely 'testing' the concept. Just make it a fully-fledged level and give it an appealing name instead of 'water test'.
But fine, since, you insist, starting with the signs:
- The explanation is a bit long-winded and redundant in some areas. All those details likely won't be retained. It should either be provided gradually & briefly or it should just demonstrated within the level itself, the latter of which is most ideal.
- "Moves" is a very ambiguous term, for it doesn't mean any one thing and is too open to interpretation. The fact that they are effectively untrackable doesn't help either.
- Using coins to represent the pipes doesn't work well either, since they are too easily confused with actual coins. The color scheme is a bit weird as well. Perhaps arrows would work better. A down arrow would be the lowest setting, one pointing to the side would be the middle setting, and one pointing up would be highest.
- I question the necessity of the 'oxygen' rooms as well, and why they must be represented by disabled stars. Why not just use simple doors, or alternatively, just make a natural pocket of air? One doesn't really need to bother at all considering how little of the level involves actually spending time underwater.
- The 'luck point' sign consists almost entirely of unnecessary 4th wall breaking; other levels do not need to be referenced at all. No professional game does this; they remain properly distinct unless there is a series involved, and even then it is subtle and not outright.
- Beyond this, it is unlikely that said luck points would ever be noticed to begin with, for a single coin being collected is simply insignificant due to how plentiful they are (and thus no one would seek them out). Simple 1-ups already do the trick (due to being rare and having a unique sound effect) without the unnecessary explanation.
An actual theme would help as well, since as it stands, it is only screams 'generic' in the layout. Very little stands out and it is too open, which hurts gameplay as well, since everything just melds together after a point when 80% of the level consists of the same grey bricks.
For gameplay itself, it doesn't really offer enough to make it exciting, for the platforming and such is very run-of-the-mill for the most part. It also tries to fit too much into a single level, feature, secret & path-wise, which isn't a good idea. It tries to make use of the alternating water levels, which is commendable, but when there is so much to absorb as it is, the obvious solution of "raise the water level and reach the end that way" becomes the most appealing method to end things.
This level went for quantity rather than quality, and it doesn't work for me that way. The fact that it causes a fair bit of lag in the process doesn't help either. Stick to a single shine within a more confined space, perhaps with a few ways to get to it, and cut back on the extra, unnecessary features. Make a secret shine instead, perhaps, which requires finding all the secret points or whatever, if you want to add re-playability content. Simple is better, convolution is not.
Will do sporadic level reviews on request - PM if interested. I will only do one level at a time. I tend to be rather critical.
Both made by MoD, naturally.

