Valor is about as 2.0 as it gets. Long, messy, lacking any form of consistency or cohesion, and carried to relevancy entirely by its publisher's reputation. Having said all that though, 2.0 megacollabs certainly come far worse than this - and it's an early example of a level where progression is the most important factor, even if unintentionally.
For its time, this level was nothing special and time has not been kind. One of the crowning achievements of Valor is how memorable it manages to be despite being chiefly comprised of extraordinarily forgettable decoration. In fact, the first half of this level often cycles between extremely boring, safe decoration, and vintage 2.0 chaos with static backgrounds and far too much glow. One of the earlier parts, built by TheDevon, does manage to mostly succeed in its goals, and there's a few inoffensive parts around the middle, but this level's visuals seriously kick into gear at Krmal's section, which signals the start of the second half. In traditional Krmal style, it's complete visual bedlam, and it's weak for a creator with such heights as Falling Up and Black Blizzard, but at least it's interesting! The decoration peaks at the drop, which is serviceably designed by Asriel96, and, while basic, HexHammer's part shortly after is decent enough for what it is. Valor is definitely stronger in its latter half, but an undecorated layout would probably suffice there.
Valor has a reputation amongst those who have beaten it. The balancing is mindboggling - there's very little difficulty until it slows down, and then it skyrockets into borderline unfair territory at Krmal, before dropping back down to just challenging. Of course, the final wave is nonsense and almost adds an element of luck, but judging a 2.0 level for its ending is like judging a child on its calculus ability. Despite the awe-inspiring lack of balance, there's a lot of gameplay in this level that is just okay, and some of it (specifically towards the end of the level, post-Krmal) could even be classified as generally enjoyable, but it's easy to forget this in the red-mist-filled haze after your fourth 96% death. Still, credit must be given where it is due, especially to HexHammer, who manages to perfectly craft gameplay to accompany an extremely intense crescendo in the song. Their minicube maze is a fantastic way to approach the end of a level, and does a lot of heavy lifting in making Valor a tolerable experience.
Valor has undeniable charm. Granted, most 2.0 megacollabs do (it seems to be inversely related to level quality), but it feels deserved here. Maybe it's the sheer audacity of the balancing. Maybe it's the inspiring quote in the endscreen. Maybe it's simply nostalgia. We can't know for sure. It's definitely there, though, because the two sequels (Mystic and Instinct) have not shown to have that thing that this does. It might be a level for the brave, but Valor feels more like a level for the clinically insane.
Nivel de mierda bugeado i la parte de KrmaL es un dolor de cabeza ademas de que por ser un megacollab estaunidense hace que lo odie mas
Varor by KrmaR is very confuse and no fun to pray. This reveR is made by American Capitarist Dogs who onry care about shiny object and not about good game design. Rots of spam and no rearning curve, just pain and rng. The music is ok but not match with what's on screen, and effects hurt eyes. Is rike they put random stuff everywhere and say 'here, is hard, must be good.' No, is not good. Give 3/10 because maybe someone out there enjoy, but I no understand why.
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sorry about this gang