I do appreciate good atmosphere creation in levels, and cloudnine has a lot of that. I like the juxtaposition of the calmer first half of the song with the foggy, blended particles and gentle flashing effects as it creates a somewhat dreamlike environment that goes nicely with the lower energy song. This is helped by the large, oddly shaped floating structures, and the slight bouncing movement on them makes them feel like they're floating in space, which is a good touch and adds to the dreamy atmosphere further.
The second half of the level changes approach to a much cleaner, almost Frums-like visual overlay and flashier, higher-energy colour and effect work, to compensate for the song's increased energy. While I think this looks very good, and the playback bar in particular near the end is a standout visual that really works in the part's favour to build a strong identity, there's really no correllation between the two halves of the level beyond colour. The design style, while simple, completely shifts from the first part's muted colours and invisible block patterns to the second half's flat coloured spikes with no transitionary period, which is jarring and not particularly called for since the song's synths and melodies remain quite similar.
The gameplay is communicated to the player quite clearly, as all of the structures use very distinct outline colours (usually rainbow offset about 90 degrees from the rest of the level) that separate them from the background successfully, so despite the aforementioned issues I think this is quite a solid level. I would love to see more work done incorporating a strong, consistent theme into the level as a whole, while also leaving room for each part to maintain its own visual identity as they do now. I would recommend this level for Star Rate.
Hyperbolus uses cookies and local browser storage to enable basic functionality of the site. If we make any changes to these options we will ask for your consent again.
sorry about this gang