Soulephant

Soul's fanjudging rubric breakdown

Feb 12th, 2019
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  1. Before you go and read this, I would like to repeat and emphasize that some of this may change if I keep running into problems with these subrubrics in their current state. In fact, this is one of the reasons scores may be subject to change atm.
  2.  
  3. DESIGN
  4. Learning - X/7 (Presence of introductions, clarity, conveyance) (This can make or break a level as the player needs to know the rules they're playing by in a game or level. Being confusing or haphazard will usually have disastrous consequences for a level, which is why I weigh it this high.)
  5. Focus - X/6 (Gimmick/enemy bloat/drought, or balance therein) (Some of you may know that enemy bloat is a peeve of mine, and with that in mind it may not come as a surprise that I weigh this slightly more. After all, you can do so much with so little, and with having too many things comes the risk of overloading the player)
  6. Design - X/6 (Length, layout, pacing, checkpoints) (What it says on the tin tbh)
  7. Difficulty design - X/6 (Fairness, rng remains manageable) (more on a docking basis per issue I see. Usually having to do with being unreasonably difficult. In rare cases, too easy will also result in a docking.)
  8. Difficulty curve - X/5 (What it says on the tin + climax) (Build up to a good climax. A poor final stretch loses you a point or two, as does the classic bossless boss hallway. Also, the difficulty curve should build up properly)
  9. Assorted - X/5 (Is it perfect runnable? Does the architecture make sense? This is were basically everything else goes)
  10.  
  11. FUN
  12. My fun factor - X/10 (What it says on the tin)
  13. Worthwhile - X/5 (Is it worth my time? Is it hella tedious? Does its charm wear off extremely quickly?)
  14. Severity of shortcomings - X/5 (More of a docking, for obvious reasons. How big are the problems and how much impact do they have on fun?)
  15. Other fun factor - X/5 (I judge other fun factor, as you simply design your work for everyone else and success is decided by who likes it. Still, this will never completely kill a level unless it wasn't fun to me either. This does, however, cover cases where I have fun because of my own quirks, such as an eye for design, and being appreciative of design challenges such as Shoe Man where everything is invincible. A MaGMML2 example of this would be Bond Man, where prior knowledge about Skip and me noticing the MM1 tropes were in its favor. I can't reasonably expect everyone to share my quirks, not even close.)
  16.  
  17. CREATIVITY (Very subject to change at the moment)
  18. Originality - X/5 (Have I seen this often?)
  19. Novelty - X/5 (Does this bring something new to the table?)
  20. Creativity of setups - X/5 (Does this milk everything for what it's worth?) (This is more gameplaywise, but can be a very good way for devkit asset levels to nonetheless score in this area)
  21.  
  22. AESTHETICS (Likewise very subject to change)
  23. Theming and atmosphere - X/7
  24. Quality (of graphics and music) - X/5
  25. Aesthetically pleasing - X/3 (Things that bother me outright in the aesthetics department)
  26.  
  27. FUNCTIONALITY
  28. Everything is done on a docking basis. How much does a level break? I've tried to break this down but functionality is such a singular concept to me that I can't help but hinge all 10 points on bugs.
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