Level Of The Now: Yer Graven By Plainwrek
Posted: June 2nd, 2014, 8:04 am
the editorial staff are lazy. Nobody's making lotd reviews
since i'm not an official member of the team, I'm making my own awards
starting now
Plainwrek has always been something of an enigma in the atmosphir community. He was there, but you were never quite sure why. Since the transition to OMB, he has seemed less eager to try to reclaim his title as top poster of the forum, but instead is channelling that energy into making loads of short, fast and fun levels. Every time you load up the play browser, the bugger seems to have put up a new level. Often there's not a lot of meat on them but what is there is perfectly crafted. Chambers 1-1, In a Nutshell and The 20-Minutes level, all by him, are probably some of the best levels on the playbrowser right now. They're not necessarily perfect in the way of aesthetics, but no other designer has succeeded in making levels that are as fun as his.
Yer Graven is his latest level. Similar to my own (lotd worthy) level ascension, though in this case the ever pressuring spike boxes have been replaced with an ever pressuring countdown timer. Seriously, this guy knows how to make timed levels. As I've said before, the visuals are never the highlight of a plainwrek level - though this time they are at least slightly pleasing on the eyes.
No, what makes this level one of the best levels on the playbrowser right now is its gameplay. It's intentionally claustrophobic, yet it feels so expansive because of the height. There's masterful use of brief multi jump and increased jump height powerups from the start, and every puzzle does make you think - but not for long. That's the key part about some of his levels. They make you think, but they don't make you frustrated that you can't solve them. You often need only glance at the path ahead of you and realise how to get that gem, or how to reach that platform. It's not punishing either; one of the great things about vertical levels is that if you fall, you lose some progress, but not all of it like you would if the level was horizontal and above thin air. On another note, this level is probably one of the closest gameplay wise to the old version of atmosphir. Just you, your jump and a few platforms. Yes, there are some puzzles that could only be done in the new version - rotated muka floor (eugh), resized and rotated props and blocks, and those ledge blocks, but it really does feel like a classic atmosphir level
that's why i'm giving it this completely worthless award.
congrats
since i'm not an official member of the team, I'm making my own awards
starting now
Plainwrek has always been something of an enigma in the atmosphir community. He was there, but you were never quite sure why. Since the transition to OMB, he has seemed less eager to try to reclaim his title as top poster of the forum, but instead is channelling that energy into making loads of short, fast and fun levels. Every time you load up the play browser, the bugger seems to have put up a new level. Often there's not a lot of meat on them but what is there is perfectly crafted. Chambers 1-1, In a Nutshell and The 20-Minutes level, all by him, are probably some of the best levels on the playbrowser right now. They're not necessarily perfect in the way of aesthetics, but no other designer has succeeded in making levels that are as fun as his.
Yer Graven is his latest level. Similar to my own (lotd worthy) level ascension, though in this case the ever pressuring spike boxes have been replaced with an ever pressuring countdown timer. Seriously, this guy knows how to make timed levels. As I've said before, the visuals are never the highlight of a plainwrek level - though this time they are at least slightly pleasing on the eyes.
No, what makes this level one of the best levels on the playbrowser right now is its gameplay. It's intentionally claustrophobic, yet it feels so expansive because of the height. There's masterful use of brief multi jump and increased jump height powerups from the start, and every puzzle does make you think - but not for long. That's the key part about some of his levels. They make you think, but they don't make you frustrated that you can't solve them. You often need only glance at the path ahead of you and realise how to get that gem, or how to reach that platform. It's not punishing either; one of the great things about vertical levels is that if you fall, you lose some progress, but not all of it like you would if the level was horizontal and above thin air. On another note, this level is probably one of the closest gameplay wise to the old version of atmosphir. Just you, your jump and a few platforms. Yes, there are some puzzles that could only be done in the new version - rotated muka floor (eugh), resized and rotated props and blocks, and those ledge blocks, but it really does feel like a classic atmosphir level
that's why i'm giving it this completely worthless award.
congrats