PrismaticAngel
Dutch word-doer
Shadow of Aztlan Zone > Foliage Furnace Zone > Dark Marsh > Alabaster Fountain Zone > Emerald Aether Zone > Galactic Facility Zone > Fatal Factory Zone > Pagoda Park > Overgrown Heights Zone 2 > Gate Garden Zone > Knothole Coast Zone > Hakuryu Dojo > Azlant Ruin Zone > Aquatic Port > Square City Zone
As usual, here's the playlist of my first playthrough
And good job on the Hub Zone once again. It really fits the autumn theme.
As usual, here's the playlist of my first playthrough
1. Shadow of Aztlán Zone by akirahedgehog
I love this level. The aesthetic is amazing and I love the community nods and references. The textures are great and I had a blast playing it. The sector scenery is beautiful, and it really looked like there was some kind of underlying story. It’s just too bad that sometimes the level SIGSEGVs in the beginning.
2. Foliage Furnace Zone by Kanna/Kwiin
I haven’t played ATS so I can’t comment on the faithfulness of this level. What I can comment on is the fact that I really liked this level. The graphics are beautiful and playing through it is really fun because of all the slopes.
3. Dark Marsh by Vixuzen
Despite this level’s difficulty, I really like it. It resembles a Rayman 2 level, what with all the nice textures and theming. One thing I’d really like to be changed is the amount enemies, because there’s way too many Robo-Hoods shooting at me in the open areas. Also one thing I’d change is that checkpoint that’s right in front of a deathpit. Put it a bit to the side so that the player doesn’t immediately walk into the pit if they press forward.
4. Alabaster Fountain Zone by BronsoKip
After an initial lackluster experience in no small part thanks to me having MIDI disabled and thinking there’s no music, this level really surprised with how big it is. There’s multiple paths here that add a ton of replay value, especially for playing with different characters. One of the problems you’ve probably already heard about is the graphical glitches and some of the waterfalls not moving.
5. Emerald Aether Zone by Krabs
Ooh, this level is a lot of fun. It’s obviously made in mind with taking full advantage of slopes, which it succeeds in doing with all the ramps and half-pipes. Bouncing around this level is a great amount of fun to see where it all leads me to.
6. Galactic Facility Zone by Mondongo
This level was pretty cool. There’s a lot of different paths in this level if you’re willing to explore, and it makes good use of lower gravity to get over obstacles you normally wouldn’t be able to get over.
7. Fatal Factory Zone by Kuba11
Very action-oriented, I like it. The pulleys were great for getting around and there was never a dull moment in here. The ring-eating plasma made for a good hazard as well. The last section where you’re being blown away by the wind was executed pretty good as well.
8. Pagoda Park by Rogerregorroger
So this level made in the style of your animations, which makes this level stand out. I enjoyed seeing all the small references strewn about and your style definitely shines throughout the level. However, the gameplay itself isn’t all that interesting. Something I’ve also noticed is that most of the shields are Attraction Shields, which while useful for getting rings also makes the player reluctant to jump into the water because they’ll lose their power-up.
9. Overgrown Heights Zone act 2 by InferNOr
Well, you’ve definitely learned from the previous act in regards to the level length. It’s too bad then that you seemingly forgot to put springs in some of your pits, leaving the player to drown or get punctured by brambles. That aside, the level is actually pretty good. I like the way the rolling rocks were used, not just to ride over the water but the way you use springs to keep on to them.
10. Gate Garden Zone by Ruberjig
Eh, I didn’t really feel for this level. The theme is quite generic and while the knight enemies were cute they weren’t really that different from your run-of-the-mill Crawla. I did like the monitors that were only accessible by Fang’s corkgun, that’s something you don’t see often. Though it isn’t very clear the big grey rocks that the other characters have to break are, well, breakable. Also the collectibles don't give 500 points like they say they do.
11. Knothole Coast by Apollyon
This level is based off the SRB demo, and it does a good job of that. The graphics look very nice, and it plays pretty well. However, while the secret area is cute, it doesn’t really hide the fact that the level isn’t all that big, which doesn’t make for a lot of replay value. It was pretty nice of you to make the zoomtubes two-ways though.
12. Hakuryu Dojo by Zaxel
Good lord Zaxel, restrain yourself. Your levels clearly follow some sort of a theme regarding challenges, but you put waaay too much of them in a single act. While this level is certainly better than Heroes Hall, it has the same problem of just going on and on to the point where I wonder when it’s going to end, only to see there’s more level. Also that boss isn’t all that good, but I’m pretty sure others can explain that better than I do.
13. Azlant Ruin Zone by Gambit
I start the level and immediately get greeted with a ramp that I get stuck on if I don’t roll into a ball, at which point I go so high I skip over an entire part of the level. That doesn’t really look good to be honest. But anyway, the left path is unintuitive with how to proceed, and right path is just not fun at all. The aqueduct part is neat though, but then it’s followed up with an auto-scroll part where the water works weird and that leads to a Metal Sonic fight which I’m not a fan of.
14. Aquatic Port by WasifBoomz
This is miles better than Hypertower was, but isn’t all that amazing. While the design logic is much better, there are still some parts where it isn’t clear what you have to do. Two examples are the platform you need to bring down so you can proceed, and the block puzzle with the switches. Don’t take the low placement of the level to mean that it’s bad though, it just wasn’t as good as the rest of the levels.
15. Square City Zone by Riolucariolu
I’m sorry but there just isn’t anything interesting in this level. I mean the breakable furniture in the beginning is neat, but then it isn’t even followed up in the rest of the level. The level was just fine, I guess.
I love this level. The aesthetic is amazing and I love the community nods and references. The textures are great and I had a blast playing it. The sector scenery is beautiful, and it really looked like there was some kind of underlying story. It’s just too bad that sometimes the level SIGSEGVs in the beginning.
2. Foliage Furnace Zone by Kanna/Kwiin
I haven’t played ATS so I can’t comment on the faithfulness of this level. What I can comment on is the fact that I really liked this level. The graphics are beautiful and playing through it is really fun because of all the slopes.
3. Dark Marsh by Vixuzen
Despite this level’s difficulty, I really like it. It resembles a Rayman 2 level, what with all the nice textures and theming. One thing I’d really like to be changed is the amount enemies, because there’s way too many Robo-Hoods shooting at me in the open areas. Also one thing I’d change is that checkpoint that’s right in front of a deathpit. Put it a bit to the side so that the player doesn’t immediately walk into the pit if they press forward.
4. Alabaster Fountain Zone by BronsoKip
After an initial lackluster experience in no small part thanks to me having MIDI disabled and thinking there’s no music, this level really surprised with how big it is. There’s multiple paths here that add a ton of replay value, especially for playing with different characters. One of the problems you’ve probably already heard about is the graphical glitches and some of the waterfalls not moving.
5. Emerald Aether Zone by Krabs
Ooh, this level is a lot of fun. It’s obviously made in mind with taking full advantage of slopes, which it succeeds in doing with all the ramps and half-pipes. Bouncing around this level is a great amount of fun to see where it all leads me to.
6. Galactic Facility Zone by Mondongo
This level was pretty cool. There’s a lot of different paths in this level if you’re willing to explore, and it makes good use of lower gravity to get over obstacles you normally wouldn’t be able to get over.
7. Fatal Factory Zone by Kuba11
Very action-oriented, I like it. The pulleys were great for getting around and there was never a dull moment in here. The ring-eating plasma made for a good hazard as well. The last section where you’re being blown away by the wind was executed pretty good as well.
8. Pagoda Park by Rogerregorroger
So this level made in the style of your animations, which makes this level stand out. I enjoyed seeing all the small references strewn about and your style definitely shines throughout the level. However, the gameplay itself isn’t all that interesting. Something I’ve also noticed is that most of the shields are Attraction Shields, which while useful for getting rings also makes the player reluctant to jump into the water because they’ll lose their power-up.
9. Overgrown Heights Zone act 2 by InferNOr
Well, you’ve definitely learned from the previous act in regards to the level length. It’s too bad then that you seemingly forgot to put springs in some of your pits, leaving the player to drown or get punctured by brambles. That aside, the level is actually pretty good. I like the way the rolling rocks were used, not just to ride over the water but the way you use springs to keep on to them.
10. Gate Garden Zone by Ruberjig
Eh, I didn’t really feel for this level. The theme is quite generic and while the knight enemies were cute they weren’t really that different from your run-of-the-mill Crawla. I did like the monitors that were only accessible by Fang’s corkgun, that’s something you don’t see often. Though it isn’t very clear the big grey rocks that the other characters have to break are, well, breakable. Also the collectibles don't give 500 points like they say they do.
11. Knothole Coast by Apollyon
This level is based off the SRB demo, and it does a good job of that. The graphics look very nice, and it plays pretty well. However, while the secret area is cute, it doesn’t really hide the fact that the level isn’t all that big, which doesn’t make for a lot of replay value. It was pretty nice of you to make the zoomtubes two-ways though.
12. Hakuryu Dojo by Zaxel
Good lord Zaxel, restrain yourself. Your levels clearly follow some sort of a theme regarding challenges, but you put waaay too much of them in a single act. While this level is certainly better than Heroes Hall, it has the same problem of just going on and on to the point where I wonder when it’s going to end, only to see there’s more level. Also that boss isn’t all that good, but I’m pretty sure others can explain that better than I do.
13. Azlant Ruin Zone by Gambit
I start the level and immediately get greeted with a ramp that I get stuck on if I don’t roll into a ball, at which point I go so high I skip over an entire part of the level. That doesn’t really look good to be honest. But anyway, the left path is unintuitive with how to proceed, and right path is just not fun at all. The aqueduct part is neat though, but then it’s followed up with an auto-scroll part where the water works weird and that leads to a Metal Sonic fight which I’m not a fan of.
14. Aquatic Port by WasifBoomz
This is miles better than Hypertower was, but isn’t all that amazing. While the design logic is much better, there are still some parts where it isn’t clear what you have to do. Two examples are the platform you need to bring down so you can proceed, and the block puzzle with the switches. Don’t take the low placement of the level to mean that it’s bad though, it just wasn’t as good as the rest of the levels.
15. Square City Zone by Riolucariolu
I’m sorry but there just isn’t anything interesting in this level. I mean the breakable furniture in the beginning is neat, but then it isn’t even followed up in the rest of the level. The level was just fine, I guess.
And good job on the Hub Zone once again. It really fits the autumn theme.