Review of tran la luot

by
, 2025-04-06, 14:40:39, Level ID: 116935154
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says...

tran la luot takes a pretty interesting approach to controlled chaos that mostly works, with some caveats, although it definitely lacks in execution in some areas. The way emily419 showcases the overdriven, compressed bells in the predrop is quite nice, as the level slowly vibrates itself apart at the seams as the bells get more intense before jumping into complete, rainbowy chaos at the introduction of the backing synths. This contrast combined with the full-screen glitch effect is a great build and release of tension, and makes the transition between the two parts feel just as impactful visually as it does audibly. I particularly like the usage of the spinning circular setpiece asset in the background, almost wheel- or portal-like, as its massive size and constant movement means it does a good job of representing the grandiose, buzzing backing synths of this part.

I also like many of the individual effects in the drop, and their usage is generally solid. The tight, blue-purple glitching effects are a good counterpart to the bitcrushed snare drums, and the heavy use of glitching overall combined with the scattered single blocks for structures and the RGB colour scheme feels like the level is breaking apart, which feels quite fitting with how loud and intense the song is. The rotating messes of lines towards the end feel even more like the level is pulling itself apart at the seams, which is a nice addition to contribute to the level's high tension throughout the drop.

Unfortunately there is very little to tie each individual element of the level together into a cohesive product, and even then many of the elements seem misplaced or desynced from the elements they feel like they're meant to represent. The first two parts do have quite a strong visual identity, as the aforementioned vibrating movement is carried between parts in the form of flower structures and glitching masses of lines on the top and bottom of the screen. The rest of the parts don't really share anything in common aside from the general "glitching" theming; the designs and structuring tendencies are completely different from part to part, there's little consistency with colour scheme or gameplay style, and even the effect usage becomes really inconsistent at the end because it stops being attached to specific elements of the song as the first half of the drop does by attaching the glitches and flashes to the percussion. I would recommend having a more concrete idea in mind as to a level's overall progression before going into decorating it, as realistically any form of recognisable theming would have done wonders to improve this level's overall cohesion, be it design tendencies, structuring, colour scheme, effect usage or background detail. However, this is still an impressive showing for emily419's first created extreme demon, and has a lot going for it in terms of its ideas with design philosophy, "setpiecing" specific assets and effect work. I would recommend this for Star Rate.

OVERALL6/10
GAMEPLAY7/10
VISUALS4/10
DIFFICULTY58/100
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sorry about this gang