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Vivando
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Return to thread2019-11-01 20:11
Feedback! from SJ:

FTL Starship:

+ Fairly balanced layout with both open and closed areas
+ Pretty smooth and friendly flow with lots of diversity
+ Lots of room for strategic play and skill moves like RF-climbs
+ Balanced weapon and carrot placement
+ Visually impressive but not too distractive, no harsh colors

- Takes some time to learn completely, some areas are not so easily distinguishable
- Some tubes are sometimes hard to move in
- Some scenery is hard to distinguish as foreground from sprite layer, like the ceiling tubes at the top of the level

/ Seems playable in 2v2/3v3
/ Easy to get stuck at pos 20,15 needs to be fixed

Riparius Ridge:

+ Inspiring level theme and impressive visuals
+ Uncommon and interesting powerup choices, balanced pickups in general
+ The movable carrot gives more room for strategic play around it

- The flow is rather quirky and hard to get used to, lots of climbing on the sides of the level
- Some areas require very precise movement like the middle with blue spring and flipper pads
- The top of the level may get a bit campy and generally feels to be a bit isolated from the rest of the level (the level might be a bit too tall in general)


/ Playable in 3v3, not working in 2v2

Galeloch Castle:

+ Good strategic depth regarding the full carrot, possibility to shoot it down with certain weapons or block access by freezing springs
+ Well balanced weapon and powerup placement
+ No area is too easily campable but there are a few spots for breathing
+ Impressive visually without being too distractive to the eye

- The springs next to bases are sometimes hard to land on

/ Seems playable in both 2v2 and 3v3
/ The level is fairly big in size, but at the same time very open which compensates for it

Ragnarok:

+ Interesting layout with a few influences from other levels
+ Much room for skill moves like RF-climbs
+ Balanced with both open and closed areas

- Fairly peculiar flow, hard to get used to
- Feels sometimes a bit cramped with the ceiling scenery, especially in the middle
- The top area of the level feels a bit redundant and isolated

/ Playable in 3v3, not sure about 2v2

Snowland:

+ Visually decent in the night version
+ Good selection of weapons and powerups

- Fairly quirky flow, hard to move in smoothly
- The vines at the top of the level are mostly on the way, rather than adding more gameplay depth
- The buffer tubes and spawn positions are quite evil, it takes a long time to attack the enemy base after dying
- The lower levels feel too cramped and it's easy to hit the ceiling while moving
- Some things are a bit unintuitive, such as the floor below the bases which is not one way

/ Seems to be playable in 2v2 and 3v3, but 3v3 might get a bit cramped
/ The day version might be a bit harsh to the eye, the night version works better

Time's up:

+ Fairly original and inspiring level theme
+ Original choice of weapons
+ Generally solid layout with lots of potential if some improvements were made

- The big white blinking clock in the middle of the level is quite harsh to the eye, even if visually original, it could be less distractive
- Some things like the vines blend too much with the level primary colors, makes them hard to see
- Powered up roller weapon seems a bit overpowered in this map, it's flying around literally everywhere
- The tiles could be used better in the sprite layer, looks a bit dull visually

/ Playable only in 3v3 apparently

Percolator:

+ Strategic layout and very different from other contest levels
+ Uncommon and balanced weapon/pickup placement

- Huge FPS drops in 8-bit mode for some reason
- The level gameplay centers around the fly carrot too much, also because the only way to get rid of it is by going underwater
- The level feels unfinished and empty in certain aspects, there isn't much visuality nor scenery in the level
- There is only one exit from the bases unless you have a fly carrot, which makes them quite evil dead ends

/ Seems like it could only work in 3v3, partly due the fly c as well

Byzantine Blues:

+ Good usage of the tileset, visually decent and no distractive elements
+ Solid layout
+ Well placed platforms and ledges that allow diverse skill moves
+ Quite balanced for all characters

- The level seems slightly imbalanced regarding open/closed areas, there is only little room for safe play

/ Works only in 3v3 probably