Okay, first the boring bit : Specs!
Processor: Intel® Core i5 CPU 750 @ 2.67GHz (4 CPUs), ~2.7GHz
Memory: 4096MB RAM
DirectX Version: DirectX 11
GFGX Card: AMD Radeon HD 6850 Series 1024Ram
Now the comments :
1)Terra - Runs at 85-95 fps. To me this is the most beautifully made of all the lands. Great graphics, lovely particle effects and the water is a great touch.
2)Unda - Runs at 95-100 fps. LOVE that smoke! Simple yet effective. The graphics in general are very good and captures the feel of being underground.
3)Ventas - Runs at 98-100fps. Pretty but bland. Doesn't quite communicate height... Mushrooms are more a floor plant so maybe that's why and the lack of pretty effects makes it seem unfinished
4)Acritar - Runs at 100fps. Not a lot to say here. The concept is good, but the area is a bit boring. How about some fog that moves across the room? Or bats?
Now, on a general note THIS SHOW REAL PROMISE and is (so far) beautifully and lovingly made... So stick at it and you've got yourself a top indie game on your hands. Seriously. My only real suggestion to add to what you have so far is that you add parrallax scrolling to your backgrounds... at the moment they have a sort of depth, but the illusion fails when the screen moves. Parrallax would solve this and give far more life to your game.
Anyway, I really hope you stick with this and good luck! I'll be back for each update, that's a promise!
What about Ventas do you find bland? I'm just curious, because I was kind of fond of it, to be honest, which is just ironic. I see what you mean by the "mushrooms" being a "ground" plant... so maybe, to give that sense of height, I put the mushrooms only on the lower parts of the canyon and maybe it would get darker the further down you got. I'm thinking about having stronger "wind" effects higher up and having free flying birds and insects in the upper portions, giving the open air feel.
And I was originally avoiding the "parrallax scrolling" effect because I was trying to reduce size, but now that everyone has made it clear they don't mind the extra load of size, I can add that in without hesitation. I'll make new, updated versions of these areas soon. Once I finish the fire element gameplay and make basic enemy AI, I'll make an official WIP post with all of this in it.