Slasher has a lot of clean, classic 2.1 design elements reminiscent of creators like Tongii and MrSpaghetti. This is quite a populated field of levels, so let's see what Slasher does to sell itself as something to be played.
Firstly, I'm a big fan of each part having one specific "set piece" element. The pulsing static effect in the coloured highlight blocks in the first part, and the large rotating gears in the second part are synced nicely and give each part a nice visual anchor for the player's eye to follow. They also help each part stand out from the next, as most of the structuring and air deco are built around these elements, most noticeable with the platforms wrapping around the aforementioned gears, helping them stand out further.
The level's energy is solid overall too. The upbeat, fast-paced song is conveyed through a mix of bright background flashes in the predrop, and adds in moving glow bars, blur and moving objects in the drop for further intensity. While I find the blur is used too heavily and stands out as not being implemented particularly well, the other elements do a nice job at conveying the song's energy.
Unfortunately, all of these are very basic and have been done again and again in other levels. MrSpaghetti in particular tends to use many of these (often grouped together) in his own levels. They definitely do work, but I'd like to see more innovation from bluey0shi in their designs and how they express the song. I've always loved how levels like Mechanical Showdown by Tongii approach energy - quite minimal pulsing, and most of the energy carrying is done through gameplay difficulty, gamemode selection (asymmetrical dual as the "finale"), moving structures and rising complexity in structuring and interior designs as the level progresses. Other creators like Namtar and Nasgubb frequently execute/have executed this sort of "design progression" with great success in the past, and I find it to be a much more effective form of song expression because of how it intertwines each element of the level with the song's rising and falling intensity through feeling (increased complexity relating to increased energy, etc), instead of forcing it through pulses and fast movements.
Slasher isn't a bad level by any means, but it leaves a lot to be desired. I would recommend it for Star Rate and hope to see improvements from bluey0shi going forward.
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sorry about this gang