Yeah :) I'll review yours.
nothing crazy really on levels 1 and 2, but I loved how everything shifted on level 2. I understand that you added randomized waypoint scripts to it which I think is a wonderful idea. However I feel that because of the gameplay we don't really feel that because we can easily get to where we need to go.
Level three I really like the wonkiness of it. getting out of the area and going somewhere new. I know that the waypoint platform is really important for completing this level. I missed during a rerun and there was nothing to stop my infinite downfall. I had to go to level select again to resume where I was. Level 3 artistically was refreshing to get out of the confined space but there was a little too much openness.
Levels 4 and 5 were my favorites because I feel like you added something really new to make your game stand out. Level 4 I felt was the most unique because atmosphere changed, we were underwater and could move so freely. It is very good for the game to have such variety. I will say that the level felt very easy to complete though. Easy can be a good thing sometimes it was very enjoyable despite not being as hard as the other levels.
Level 5 The jump mechanic brought in more freshness again. It was fun flying through the air with a mega jump. I also noted that you made perhaps a prefab of collectable shards circling around. I liked that you thought of it it seemed very invented to create and mechanically tedious. 5 was also easy to complete but was very engaging for its brief run.
Level 6, felt awkward. I played it the first time without knowing you could wall jump but through testing out the first jump was a bit more elongated on this one but it didn't help me get very far. I read about the wall jump and understood it could help. Again because the platforms are very far away from each-other it felt impossible to complete. There was also no alternative path to take incase you were to mess up and it was a little tiresome of having a hard and unforgiving level.
If I were to change something about level 6 I feel that I would give the player more chances to use the wall jump mechanic, and allow them to have more fun with it to explore what it can really do. It felt so limited because of the level layout and not the jump mechanic itself helpful to get through the level unfortunately. I understand that you probably had a vision of how the player would try and go about this level but for new eyes like mine it felt very unclear on how to actually beat it.
I hope that this was a good review. Would you like to review mine next?
also what do you think of my review? I would like to get better at spotting things to help out my fellow classmates.