Junior Member
I'm a little disappointed because this level was doing really well during the first half. Playing with chaos can be really dangerous, because while if it's controlled the aesthetics can be really good it can easily spiral out of control if not careful. This is kind of what's happening here.
This level starts off really strong. I'm a big fan of the block designs used and how natural it feels. The streetlights (they are streetlights, right) are already hinting usage of quick color shifts but I liked them in that scenario because they went very in sync with the song. Same can be said about the shaders, the radial blur spawning from different directions at the song's beat looks so good and it feels like a refreshing rush of wind. The aesthetics at the start were fantastic, even deeper throughout the level like in the more chaotic and static parts which I didn't mind at all given how chill the song is.
The second half however just loses the plot completely in my opinion. The level becomes way more glitchy and desaturated in a distasteful way. The usage of shaders just seems to turn more random and unnecessary and it's just not what I'd want to see in a level like this. This is what I mean by uncontrolled chaos; the song keeps being chill while the visuals are just disturbing me from it. If it had kept the aesthetic and vibe of the first parts without going that crazy I would've liked this a lot more. I like the ending though, love the way it comes full circle as if all of that had just been an extraordinary adventure during your average day in town.
This is a remake of Quasar's Rainbow Carol, a very iconic 2.0 level that's definitely not a bad pick to make a remake of. In fact this is one of those remakes that pay a great tribute to the original level and that play on its ideas in a respectful way.
For the most part I'd say this keeps the essence of the original and expands on it in pure fashion. Some of the effects like the background at the very start are very Quasar-ish; I definitely enjoy the effects that feel more mathematical more than the rest because that's the defining feature of Quasar's style (other than its very memorable rawness of course). It's missing some quirks that made the original so catching for me (like the full hue effect in one of the first cube parts, that made the illusion that the platforms were rotating although nothing was moving). I like the use of particles to make some of the newer effects but it's still missing that kind of "rawness" to me.
I'm not a big fan of the monochromatic designs during some of the middle parts however (like the upstairs part if I can even call it that). I know that it adds a newer vision on the level but it just kind of goes against the spirit of the original level.
I can't rate this too highly personally because I always find myself visiting original levels rather than remakes, but this is a good one on its kind. Great job.
I'm kind of conflicted about this level because on the bigger picture I really like what it does. I enjoy the progression a lot, the level feels to be getting bigger and more open as it goes on and expands on the cloudy theme very well. I particularly enjoy the very last part more than the rest.
On the other hand I feel like the individual parts don't really use the full potential that a theme like this could have. The ball part at the middle of the level particularly stood out negatively to me, because while the effect it uses is pretty good looking it feels way too artificial which is the opposite a level like this should be seeking. I like the more natural looking parts more, although my individual gripes with those have more to do with me not being a big fan of the visuals at times.
The level definitely gets better towards the end. They do really utilize the theme at its fullest and are a great climax to the progression of the level which as I mentioned I really like. Just wish it had been as expansive on the earlier parts as well.
I wasn't too convinced by the start but it sure got better as it went on. When it comes to song representation I'd say this level does a great job for the most part; I'm impressed by how well the glitch effects were used considering that most of the time they seem out of place in this kind of levels.
Visually this doesn't really catch my attention especially for the first half. I feel like this style of pastel colors over white background has been overdone at this point and there's little potential to expand on it, although what it does it does pretty well. The sine wave during that part does give it some personality although I wish it moved a little smoother. I think the strongest part visually comes at the very end, bringing very good looking effects at the cost of sacrificing some of the song representation a little; for the most part the visuals fit well what I'd imagine this song to be used for (the pastel color scheme is especially strong for that reason) but that last UFO part doesn't give me that vibe.
Very solid overall, especially for its time.
This is a pretty cute Christmas themed level that has some quirks that I really like. I particularly enjoy how it uses pixel blocks and simple shapes to its advantage, because the color usage definitely helps them feel more alive and go with the theme more. A standout for me are the tree shaped designs that use small dots and how they pulse around, which remind me a lot of those Christmas lights that are hang around towns.
I'm not too big on the more "corrupted" parts as they make the level lose a lot of grip and don't really fit the energy of the song either. On the contrary though, sometimes the level feels too energetic for my liking (I found the camera controls to be a bit too sudden at times). This is a pretty solid release though. Love the monsters and how joyous it feels overall.
For a Simwamwi x Devin collab this was pretty underwhelming. It feels to lack all the gameplay quirks that made Devin's level so interesting, and those who are present seem way less intuitive (like the disappearing spikes when the player holds; most of his levels use different types of blocks that create a lot of contrast and make the gimmick work, but this time around they look more integrated inside the level which I'm not a fan of). It also just seems way too polished and lacks the rawness that made both of their styles so appealing.
I like it, but it's definitely one of their weakest projects.
It's a shame that I'm not good enough at the game to be able to judge its gameplay properly, since it's very clearly the main focus of the level (it's in the name, duh). However I've always been a fan of this, even if as far as I know I never expressed any thoughts on it publicly. It's over a year old but, upon rewatching, I can safely say it holds up very well.
Design-oriented long levels like this have always felt like a showcase of individual parts put together in one level to me. I have higher preference for more progressive levels where every part is connected in some way. That's not to say Multiplicity doesn't do that though. Besides the gameplay based on orbs that you can use multiple times, stylistically all the parts feel connected. The whole level maintains a blueish color scheme and traditional designs while still featuring diverse fresh effects in every part. One thing I really like about it is that those effects seem very "pure". S3rios utilizes the best out of each trigger, but just enough. It doesn't overcomplicate itself with moving gameplay or anything similar, all the core effects are kept at the background and are just enough to give each part its own identity, although some parts are obviously more memorable than others.
Some highlights for me (effect-wise) are the glowy waves during the guitar solos, the distant backgrounds like the lighthouse part, which add a lot of depth that other parts lack, as well as the pixelated eye getting more and less clear (I find the gameplay in that part to be very fitting with the piano as well).
It's lacking that consistency for me to truly love it, as I think some parts (especially the more open ones) look a tad worse and are overall less interesting. I also find the ending to be a bit underwhelming; the last few parts towards the end kind of lack that personality that all the other parts have, and I wish they had a more progressive fadeout rather than being emptier. Overall though, this is a fantastic fresh take on the more traditional design side of GD levels. I really don't know why this never got rated.
If there's a level that can describe Quazery's passion for the game and creating, it's this one. Fantastic tribute to Cycles :)
This checks basically all the boxes for what I want to see in a progressive level. My main issues lie on the visuals which look a bit plain at times (for example the starry background during one of the fast cube parts, which I wish had more layers of depth and didn't look so evenly distributed) although most of it is just nitpicks. Structurally it's really interesting though; there are some very original ideas present like using saws as block designs or the dual cube travelling offscreen during some of the dash orbs.
The progression is really awesome, some of the creative decisions like the sun getting bigger and closer at the start really help the level maintain a sense of cohesion and tell the player what's the next step forward. Love how faster the level keeps getting as well, in sync with the song (which, I have to say, is a bop).
At times some stylistic choices bug me out a little. I wish the flashes during the fast parts were a little smoother (although I'm good with them being there as they help tie the level thematically). But overall, I like this a lot. Very underrated.
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sorry about this gang