>>4894175
>Okay, in more concrete terms, his levels are built like puzzle levels.
How?
>Head on, you get yourself slaughtered, but there are built-in nuances that allow for easy solutions.
Okay, like what?
>Problem is, player is meant to rush head-on, while the easy solutions are for the author, those easy solutions aren't foreshadowed for jack and require prior knowledge of the level.
Yes, you literally just said this. But like what?
>In other words, level progression arguably intended by author for author himself differs radically from level progression arguably intended by author for the player.
What? What do you mean by this?
>Naturally, the level is only playtested the author's, hidden, way, not the immediately apparent way. The apparent way is just meant to whip the ass of whoever is playing the level the first time, and in order to complete the level head-on you are basically required to be a much better player than the author is.
So...are you saying that the author has his own secret path through a map? What?
>Again, while being built like a puzzle level, it is NOT puzzle in the slightest, as there are generally no hints and no prior indications to either the hidden solutions or what any of the numerous traps might be like.
Okay, LIKE FUCKING WHAT? This is the third time you've said this in flowery purple prose that makes fucking Mobius look succinct.
>And as for environmental design, author, instead of providing any hints, is like "let there be BLOOD RIVERS", "let everything be DEEP BLUE because it looks pretty", "let everything look artsy" and some such fancy bullshit. Moreover, the arguably hidden solutions don't convey anything whatsoever other than the author knows his level better than you do.
What? Are you saying that the aesthetics get in the way of the design? If so, FUCKING HOW? Elaborate, instead of repeating yourself in fancier text.
Holy shit this is one of the worst critiques I've ever read.
F, 2/10, made me reply.