Overall I enjoyed this level. It was well-paced and was broken up neatly into sections. I liked that there were a variety of challenges all based on the same concept. The Creator did a good job of gating the content initially to make sure you understood what you need to do. This is good design.
As a whole, I enjoyed the aesthetic. This creator used a good variety of terrain and backdrop. The Flipwips on conveyor belts was mesmerizing. Having non-platform elements move around was a nice bit of polish.
My one complaint is this level could have been a bit more forgiving. I would add a few more checkpoints, especially near the end. After spending about 12 minutes on the level, I gave up on the boss Blopfush. I also would have considered adding some extra flipwip drops in case you miss a blopfush.
This level makes good use of backdrop, checkpoints, jems, signs, and arrows. This very much feels like a daily build because of it’s simplicity, but it doesn’t appear to be one. I really enjoyed the burny whirlers at the beginning signalling “Wrong way!!!” I also appreciated the hidden area with jems. Given the number of challenges and the difficulty, it felt like it was just the right length.
I’m not sure if I have any recommended changes. I found it frustrating and difficult at times, but I’m not sure if there is a good way to change that or make the learning curve smoother. It may simply be a challenging but fun level. Overall, a good design.
This is a fantastic use of the daily build and an AMAZING entrant into the weekly challenge. The theme for this week was “Reasonably” and the implementation here is hilarious and on point. The bombs don’t respawn and it’s easy to accidentally blow them all a way. The hard clay underneath the boss section covers spikes, so you have to be “reasonable” there as well.
I really appreciated the scaling difficulty and heavy use of checkpoints. I found the challenges to be challenging, but not discouraging. The timing on the dbot section was quite difficult. The different sections were a great combination of the available components.
This is an incredible engaging, inventive and challenging level. It feels like you are in charge of this little ship trying to fire at all the enemy combatants. It’s easy to start, with but quite difficult to get all of the bad guys. I also enjoyed the ending for how you get out of your ship.
My only recommendation for improvement would be to have a monster gate or two in visible range at the beginning. I assumed I needed to kill all the bad guys, but wasn’t entirely sure until the end.