Rivers of Nazareth immediately stands out for its strong Arabic cultural theming and central camera position, both of which are quite unique for GD levels as of current. The choice to make the camera centered is an interesting one, as it inevitably makes it more difficult for the player to react to the level's gameplay (made more prevalent since this is an Extreme Demon), and this does contribute negatively to the gameplay, but I'll touch on this later. In terms of the visuals, I really like AudieoVisual's choice to add the TV static shader to the glow, it gives it a wavy, gritty appearance similar to heat waves reflecting off a hot surface, which is perfect for the level's theming, although I wish a chromatic glitch or similar shader was used to further accentuate this effect. I also think the frequent inclusion of Arabic symbols like the Nazar amulet in the dual and the death screen are nice touches that help add to the overall theming, and show a lot of attention to detail to include elements of Arabic culture into the level.
However, the gameplay is really where this level falters. It's not balanced very well, with 9-40 being significantly more difficult than the rest of the level and the final ship being inconsistent due to off-sync orb timings and some awkward gaps. Making a level this difficult use frequent click-sync is usually a gamble because it's really impossible to ensure the level syncs on every platform for every click, and unfortunately it is the case with Rivers of Nazareth that the sync is not consistent. Additionally, the aforementioned center aligned camera decreases readability and gives the player less time to react to the level's gameplay, making it even more difficult despite the aligning of the death effect with the center of the level being a nice touch. I also wish the level was less bright, because the blending glow combined with the bright white backgrounds tends to wash out a lot of the detail when playing the level and makes most of the parts look a bit muddy.
I'm generally a big fan of AudieoVisual's high-energy, effect-based style that he has been developing over the last couple years, and visually this level delivers on most fronts. More tasteful usage of dimmer colours in the background would have done miles towards sharpening the level's designs and giving the level as a whole more visual definition, and more playtesting and balancing work is very much needed to improve the level's playing experience. I would like to see AudieoVisual work on these in the future, because aside from this Rivers of Nazareth is a fantastic level and one I'd recommend for Epic.
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sorry about this gang