Junior Member
fascinated by the conflict between
a) "I want my level to be as spectacular and entertaining as possible, so I'm going to take advantage of length, intensity, color theory, dynamics, and other common design principles to appeal to the greatest quantity of players"
b) "I want my level to be an insane-extreme demon, such that the intended experience is only actually available to <0.01% of players"
and that's my ted talk as to why all the powerhouse creators seem to avoid making extreme demons
ultimately faint praise for arguably one of the worst offenders of its respective gauntlet contest, but I love how texture is used here. most levels, including many space gauntlet winners, end up looking mushy or amateurish - not so here. that kind of cascading pulsar at 0:38 really captures not just the look, but the feel, of a supernova going off, and the use of color and grain at 0:58 is, on a technical level, great. that to me is worth the price of admission. if we're gonna be in the age of releases intentionally designed to be watched on Youtube rather than played in-game then you may as well take it all the way
more broadly, a masterclass in how technical ability does not translate to aesthetic prowess. it's this game's equivalent of listening to technical death metal
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sorry about this gang