First, I would like to speak a little bit more on my review system.
Very good – The 9-10 range for the category.
Good / very good – 8-9 range for the category.
Good – The 7-8 range for the category.
Okay / good – The 6-7 range for the category.
Okay – The 5-6 range for the category.
Bad/okay – The 4-5 range for the category.
Bad – The 3-4 range for the category.
Very bad / bad – The 2-3 range for the category.
Very bad – The 1-2 range for the category.
I also do NOT average the scores I give out together. I just prefer to go about reviewing in this way.
The review…
Quite impressive.
Eyecandy – Good
Well… I’ll have to admit, DX DC finally has an excuse not to have a classic layer six and seven background here, because you’re on a mountain, which is too high up to be able to see the things that go in layers six and seven. Instead of going at it that way, DX DC uses lightning in the background layers, and a dark background in layer 8. Since the lightning uses the water from the classic Carrotus background, it’s going to look a bit buggy no matter what, but the sight of it looks okay. The timing of the animations is a bit bad, though. It’s not random enough; in other words, you can eventually memorize the pattern of the flashes easilly, and it looks repetitive. Nature is random!! -Disguise. You should look at the lightning from the example levels in the Wartorn set for help on making it look better. It looks decent, though. The rain is pretty well done, although I think you should’ve had one background layer of rain as well as the one foreground layer of rain you already have. The rain is well done enough to not have the, “raining up,” effect that many levels have. This occurs when the Auto-Y and Y Speeds are not perfected. As always, DX DC included lots of eyecandy in layer 3 as well as layer 4, and maybe layer 5 (I’m not positive on layer 5). It looks overall good.
Gameplay – Good
Good gameplay overall. It’s a bit hard at parts, and the part where you have to jump from carrot to carrot annoys me. I also think that you shouldn’t make levels where you have to randomly guess where to buttstomp in order to find something. You should also try to master the art of level transitions, in other words, you shouldn’t make it so when you don’t have an idea on how to make you get from one part of the level to another part that you desperately want in there, you have to use a warp that is randomly placed. These are hard to do, but if you’re able to master how to make them, your levels will be a lot more interesting to play. I find it quite annoying to have to warp so much.
Ammo placement – Okay / good
Overall good ammo placement, although I think the carrots should’ve been spread out more. The part with the spinning maces (I forgot what the event was called as I don’t use these in my levels often) has way, way too many carrots. You should evenly distribute them throughout the level. The food placement isn’t the best, either. The food is randomly places in straight lines a couple tiles above the platform that you stand on, most of the time. The food seems random, too. You might have, for example, a line consisting of a pie, a pretzel, a banana, and a bad of peanuts. It’s good in the long run, though.
Enemy placement – Good
Well, the enemy placement is good, except for the enemies you chose. I don’t know about you, but I’ve never seen bees on a mountain, especially if it’s pouring rain and there’s lightning. I’m not good at reviewing this area of levels, so I’ll just leave it at that.
THE END BECAUSE I’M TOO LAZY TO WRITE MORE =D
Download reccomendation: Sure.[This review has been edited by labratkid]