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OFFLINE Last seen
19 hours ago
Time spent online:
2 days, 12 hours, 4 minutes

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Reviews

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28/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
8/10
GAMEPLAY
28/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
10/10
GAMEPLAY

2.2 appears to have introduced a bug into this level where some of the teleport orbs don't interact with the J blocks properly unless you microclick at the earliest opportunity. Other than that, super fun level.

18/100
DIFFICULTY
6/10
OVERALL
6/10
VISUALS
6/10
GAMEPLAY
25/100
DIFFICULTY
6/10
OVERALL
5/10
VISUALS
6/10
GAMEPLAY

Lots of questionable design decisions. Granted, this was Knots' first level, but one wonders why there's four measures of triple speed thrown in randomly between two slower parts, or why the first part has so many weird fakes and fading spikes and whatnot, or why the transition into the last part kills you if you hit the orbs leading into it too soon. Not particularly unfun, of course; just a little questionable.

25/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
8/10
GAMEPLAY
19/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY
64/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY

I'd say this level was a fun experience. It's definitely a bit second-half-heavy w/rt memory, but it was pretty fun learning everything. You definitely have to take it in really small chunks, though. As for the deco, I think it looks like what it feels like a memory level should look like. Something about the acidcore style (which has been listed as a name for this general style) just feels like it works very well with memory gameplay somehow. The last part in particular stands out to me; it looks like it's dividing the level into smaller sections, but you kinda just end up ignoring those sections due to all the memory, and they just end up feeling completely irrelevant in the most thematically appropriate way.

23/100
DIFFICULTY
9/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY
26/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

Super interesting take on the sunset style that was popular c. late 1.9 – early 2.0. It feels like there's some sort of story behind this level, some universe that all these place exists within. The level feels full of life, and yet — in somewhat of a change of pace for Xender — there doesn't appear to be a single living thing depicted inside it. And the way everything starts falling apart at the end is the perfect end to the level. Just amazing storytelling overall.

39/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

The conceit of the level is super cool, and for the most part, it's executed pretty well. It's clear that Xender and MakFeed explored the idea of decorating using only text as thoroughly as they could, from creating recognizable forms from the characters like the banners in the first part and some shapes that resemble gemstones later on to filling structures with actual words and phrases that I'm pretty sure are supposed to reveal the lore of the level and that would probably be very cool to read if one were to pause the level and read them.

The progression feels a little awkward, though, and I think that's mainly due to the bosses. It feels weird to have a bossfight anywhere but the drop, which this level doesn't even use. I mean, you've got the song playing all these pretty melodic synths, and while this is happening, there's some sort of robot or mech or something firing all sorts of projectiles at you. And there's also a part earlier in the level that's not really a bossfight, but there's something in the background kinda just awkwardly floating around and looking vaguely menacing while doing absolutely nothing else. Which just feels strange. I also feel like the level would be better without the random words that don't really do anything other than hinting at one of Xender's future projects. All that being said, though, it's a pretty cool level overall.

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sorry about this gang