10th January 2020, 2:40 AM
Don't Moves you say?
Don't Move by Overbeing
My don't move fits the theme of New Years Celebration, because celebrating the new year lets us reflect on the past. Us don't move makers combined have countless broken don't moves. I made my entry because at the time, none of my old ones worked. I wanted something to stand as a monument to all that was lost.
Also, bombs=fireworks. That is just math.
A few thoughts on the judging criteria.
Length: I think the length here is perfect. Don't moves that are too long lose the attention of the viewer. I think it important to know when to close out the level and say that it is done.
Complexity: The complexity of my level is exactly what I was going for. I try to make Don't Moves that blow your socks off, but focus on aesthetic and tempo over outright complexity. I want the viewer to be able to follow what is going on and be able to appreciate it. Too much complexity is hard to follow.
Uniqueness: My levels have long set the standard for what a Don't Move looks like. If for any reason it seems generic, that is because other people followed me, not the other way around. It is also a tribute to my old levels, so it is meant to feel nostalgic.
Don't Move by Overbeing
My don't move fits the theme of New Years Celebration, because celebrating the new year lets us reflect on the past. Us don't move makers combined have countless broken don't moves. I made my entry because at the time, none of my old ones worked. I wanted something to stand as a monument to all that was lost.
Also, bombs=fireworks. That is just math.
A few thoughts on the judging criteria.
Length: I think the length here is perfect. Don't moves that are too long lose the attention of the viewer. I think it important to know when to close out the level and say that it is done.
Complexity: The complexity of my level is exactly what I was going for. I try to make Don't Moves that blow your socks off, but focus on aesthetic and tempo over outright complexity. I want the viewer to be able to follow what is going on and be able to appreciate it. Too much complexity is hard to follow.
Uniqueness: My levels have long set the standard for what a Don't Move looks like. If for any reason it seems generic, that is because other people followed me, not the other way around. It is also a tribute to my old levels, so it is meant to feel nostalgic.
