
Originally Posted by
Kwing
The artwork is sketchy and the block design is rather sloppy, especially with single-layered vanish blocks, which are generally a bad idea when you have four people racing at once. Additionally, I felt like the penalties given by the terrain and mines on the field were somewhat unbalanced. That being said, the level did feel fun, and it was better than all the trap garbage that's in newest.
In my opinion this is definitely better than the winning level. That being said, I felt like despite the art and the interesting blockwork, the level was a bit too horizontal. Having some falling or ascending sequences would have broken up the otherwise repetitive race.
Despite its simplicity, I actually liked this level a lot. The only problem is how horribly exploitable it is... I was able to clear it in 33 seconds due to the mine glitch, and under 20 seconds would be possible if you were an ace with the lasers. You would need to use some safety nets to prevent people from doing that.
Definitely too short, I think way too much time was spent on the crumble blocks, which is a shame, since a lot of players lay back or camp while other people do the dirty work. The stars were really disorienting, too.
The pathways are way too narrow for a sword battle, making it really tough to dodge other players' swords. This leaves much of the gameplay up to luck. Additionally, the racing felt rather horizontal to me; if you want a good sword level, it's important to make a lot of doubling back for jumps, so you can quickly face the other way and slash other players. Also, using push blocks to create non-linear gameplay is another way to encourage running back and forth, which leads to more player interaction. Another tool that helps with this is allowing players to hit each other through walls. This is especially good because it can allow less experienced players to gain the upper hand if they're behind, spicing up the gameplay a bit.
I'm really digging the sloppy freehand artwork in this, you make it look so easy! The gameplay reminded me a bit of some of the current campaign races where a more experienced player can get too far ahead to be under threat of lasers or swords. This is why I like using safety net sniping points to allow players to shoot much farther ahead than they would normally be able to. I think the inclusion of infinite item blocks is also somewhat of a mistake, as it allows trolls to keep other players back indefinitely. Other than that I really like the map and the mines are very well placed.
This level feels way too incomplete to me. Very minimalistic, but I think the biggest problem is how clear the air is. When you have such open spaces and low gravity, you should put mines in the air or more weapons to allow players to really duke it out. It also felt way too short, especially given the lack of art and different maneuvers.
QUOTE=ivancitocal;2128901]el camino de la luna by ivancitocal