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[Fan Judge] pyros bad review thread of badness (closed, gl everyone!!)

Link Thread Closed
Kinda was really slow today so I didn't quite get to play MarkD and WisePerson's levels but I'll definitely get to them tomorrow.

Also @idol ty for pointing it out. I think after the deadline or something I'll go back and adjust all the aesthetics scores.

Prizm
Design and Execution: 34/50
Design Creativity and Aesthetic Creativity: 13/30
Aesthetics and Polish: 16/20
Overall: 63/100
Really nice rompy level! I love the look of the level, and the bright palettes and nice music just make it feel very relaxing and fun to play through. The difficulty curve is done pretty well, with increasing difficulty in setups with note blocks and fuzzies, though I sort of wish that more was done with it? It's a pretty basic curve, and the level isn't super innovative or anything with the note blocks, it's just pretty basic setups. However, that's not really a bad thing - the level is designed well and the terrain is varied enough that the enemies do pose a threat and don't feel slapped on everywhere. The Splittin' Chucks, I think, were especially used pretty well, considering how bad they can usually end up.

I really love how the Dragon Coins were hidden - it's actually done very cleverly and it's a very cool way to actually hide them. I do feel like the whole 'concealed by the BG' aspect could be conveyed a bit better, though, towards the beginning or something. I only spotted the first outline block around the 4th DC, having spent the past like two minutes wondering where the heck the DCs were. Once I realized what to do, though, I got them all on my second playthrough. I'd say towards the beginning add a section where there's a cliff and an invisible note block concealed by the BG that you need to progress - having it so like when the setup first comes onscreen the block is invisible but as you move forward the layer 3 hills line up with the block and you see it. Seriously though I love how the DCs are hidden lmao.

I have a few small complaints aesthetic-wise. I find it kinda weird how the brown clouds at the top of the level aren't solid - they look solid due to their palette and it just kinda bugs me, lol. Maybe use a different tile for that cloud ceiling or something, I'm not sure if darkening the palette or something would look particularly good. Other complaint is the end room, the clouds at the bottom of the screen look solid and as such I literally jumped into the pit to the left of the goal orb thinking it was solid and I cried for 20 minutes after that. It'd probably be best to just remove those clouds or something because they don't particularly add anything aesthetic-wise imo.

Oh also one random complaint - after the fifth DC the coin guide down to safe ground I don't think is very accurate, I tried to follow it and proceeded to fall on top of the munchers. Maybe move the line down over a block or two. Besides that, though, this is a very well-done romp, and I like it a lot. I think it's a prime example of how to do a romp the right way - fun and somewhat challenging due to intelligent design, having a proper difficulty curve and some setups sprinkled throughout the level so the player doesn't fall asleep, and taking advantage of its rompy nature to encourage exploration for the very cleverly-hidden Dragon Coins. Great job with this!


ThePat545 (again)
Design and Execution: 42/50
Design Creativity and Aesthetic Creativity: 23/30
Aesthetics and Polish: 15/20
Overall: 80/100
Holy geez this level changed a lot and now it's actually really good!!! <3. The despawning issues have been fixed and as such the vertical section isn't an issue anymore, and on top of that the level feels far more focused because the entire level was basically redone and there's a lot more Mega Moles now. The first room is now a lot of fun and pretty hard, though I think it's brought down a bit by the Mega Moles having dumb hitboxes. But I don't really think that's something you can fix so I won't old it against you. I do think though that the first DC is too hard to get and the spikes should probably be pushed ip a bit so the bowser statue lands on higher ground. Idk why I didn't complain about it in the old review because it's basically the same here lol.

The vertical section is pretty nice, too, and the dragon coin placement is a lot better so the section where you have to get the springboard isn't nearly as annoying. I really like how the dolphins were used though it feels like they just kinda get dropped after the midpoint, it would have been nice to see them more in the second half. Some of the jumps, namely the first mole right after the midpoint, seem a bit finicky mainly due to again, the mole hitboxes being pretty dumb so I think in the first jump with the wall springboard and mole I'd move the ceiling up a few tiles to give the player more breathing room.

The final room is pretty fun, too, though I have a couple complaints. I think the moon could be made a bit harder to get, maybe use the bowser statue activation thing glitch, because as it stands I thought it was gonna be for a DC or something and I went for it and died immediately. The powerup by the springboard is also weirdly hard to get, so maybe replace the regular springboard with a wall springboard. The corridor to the right of the moon is also kind of weird too, because it basically seems like a corridor meant to catch players that are rushing. You can just stand above it and wait for all the enemies to just pass by. Other than that the section is good, and I really like the corridor at the end with all the carrot platforms.

I think I'd suggest a 1-up checkpoint right before the big boo fight. I wouldn't say it's absolutely necessary but it'd be cool to have as an anti-frustration feature, because the actual big boo fight can be quite deadly and what comes before it is already pretty hard so it might be annoying to have to redo it because you die on like the last hit of the big boo fight or something. Besides that, though, I like the level a lot, and it's awesome to see the huge amount of improvement. Also I laughed at the message box, I'm a sucker for dumb jokes like that ;p.

Small aesthetic complaint - I think that the little bush/block/cement floor decoration formation thing could have its palette changed to be darker, because I still think it looks solid. Other than that, this level is pretty great. Again, it's really nice to see that this level got improved a lot!! <3



Mata Hari
Design and Execution: 29/50
Design Creativity and Aesthetic Creativity: 12/30
Aesthetics and Polish: 14/20
Overall: 55/100
Pretty fun level overall. I like how you used the weird properties of diagonal lava to create some unique skull raft rides, though I think that the concept could have been taken further. The first ride with the thwomp, ball n chain etc is noticeably less difficult than the second because there's a long diagonal ride down where the one obstacle is a single chuck, and that COULD be a threat if you didn't have fireballs, but if you do you can quickly fireball the chuck and then have absolutely nothing happening for the next like 10 seconds.

I feel like the whole level could have just been more threatening in general, really. The first skull raft ride in the first half has a ball n chain that you basically have to go out of your way to get hit by. There's also a couple sections mostly in the first half where platforms just sprawl everywhere and you can jump around and stuff but I don't think that the ball n chains and chucks etc were placed in the best positions. Sometimes they're pretty out of the way and don't really pose a threat and other times they do and are interesting and fun to dodge. The first half also I think has some issues with conveying where to go sometimes, because at the first skull raft ride if you ride the raft off a cliff you get a DC, but the second raft if you do the same thing you get killed. I think the DC drop could use some sort of visual hint.

The second half is more fun and well designed imo, because it uses the afromentioned weird diagonal lava behavior and the first ride especially is pretty fun and challenging, especially considering what raft rides tend to be. The second raft ride has the issue I mentioned earlier. The rest of the section is pretty good. Honestly this level is a bit weird because it just has one main issue and there isn't much more I can actually point out. It's fun, and the aesthetics are pretty good too, but I think it can just use a bit more to be pretty good. It has potential, but right now it's still a fun and good level.



Guiga
Design and Execution: 24/50
Design Creativity and Aesthetic Creativity: 12/30
Aesthetics and Polish: 13/20
Overall: 49/100
Kind of an odd level. There's some rooms that I like, and a few clever moments, but there's also just some weird parts which don't really feel like they fit with the rest of the level. The secret exit room mainly comes to mind, unlike the rest of the level it's just a kind of empty room with only an annoying boo cloud chasing you constantly and also a background palette that's like twice as bright as the really nice palettes from the rest of the level, lol. I think the level could use a little more focus because it has these good ideas that are just kinda not used all that well. One thing that struck me as pretty cool was the usage of Torpedo Teds and vines in the first half. You typically don't see that combination, but unfortunately there's only like one setup with it and then right after it there's a weirdly hard springboard jump. I wish this was used more because I'm a sucker for these kinds of setups lol!! (the grinder/vine setups in ice cutting site from last year made me all go :O) The first half has a lot of filler in the first place, with a couple instances of just waiting for boo circles to come around, just corridors with ball n chains, etc, so there's room to incorporate more of this kind of stuff.

The second half feels pretty weird. You have this random two-screen room with a skull raft and dolphins first. It's a neat idea to have a go forward and then loop back type of room like this but the dolphins are just sort of placed randomly and you can also just make a running jump to grab like the second vine in the area and skip it entirely. The darkness room is pretty good, and I like the way to get the secret exit for the most part, though I'm not the biggest fan of having to tank a hit on the spikes to get to the door (or am I doing it wrong?). The room also gives me nightmares of All the Way from New Jersey from JUMP lol. The room in general tho plays pretty well, especially for a spotlight room where the ground becomes invisible. The random skull raft ride at the end seems a bit weird, since it's not as threatening or fun as the previous room and it's only a few screens long. I'm not sure why it's here, really. I think the dolphin room and the raft room can be cut out and possibly have the section from the first half right after the midpoint be extended for more torpedo ted and combining w/ other sprites use? idk.

As mentioned before, I'm not a huge fan of the secret exit room, because the boo cloud is a very annoying sprite to deal with due to the high probablity of a boo telefragging you. It doesn't help that the room feels pretty empty and again, the palette is weirdly bright. Not sure why you didn't just copy the palette from earlier in the level. Honestly I'd recommend replacing this room entirely, because it's both dull and frustrating at the same time :S. Maybe move the skull raft ride to here and make it more interesting?

So uh, yeah. This level has some good ideas, but I think it needs to expand upon them more. It has its clever moments though, namely the shell 'puzzle' for the secret exit and the torpedo ted/vine stuff. It's a start!



Luks
Design and Execution: 24/50
Design Creativity and Aesthetic Creativity: 24/30
Aesthetics and Polish: 20/20
Overall: 69/100
Nice level name (YOSHI'S ISLAND 1) :V. Omg why is this so short???? I really like the concepts and the level is fun to play but it's just so short!! There's like 5 setups total in each half and I feel like the level is really going somewhere but then it just kinda ends D:. What's here is a really good start, it's just that there's like nothing. I really like some of the setups in the second half, especially the setup with all the floating rocks and having to keep the mushroom so you can break the turn block.

I think the level design, besides there being like, MORE of it lol, could use some tweaks tho. The setup right at the beginning with the huge wall of rocks is kinda frustrating to get past since it's like a huge enemy density right at the beginning and that kind of density appears absolutely nowhere else. I also think the setup with the rotating platform and the throw block could use some more space, because right now it eels like luck to get through it without getting hit because you can't see the rocks ahead of time. The fifth DC is also way too finicky to get imo especially since the punishment for failure isn't death, but rather having to do the level again because your midpoint gets reset.

I'm...literally out of what to say now lol. The level is just so short that there isn't that much to say about it. The level basically feels like the first half of a great level and I don't think it goes nearly as far as it should. Pls make more of this cuz I want to see more!!! I love what's here!!! Also that background is actually kind of amazing btw.



Master Lakitu
Design and Execution: 3/50
Design Creativity and Aesthetic Creativity: 6/30
Aesthetics and Polish: 5/20
Overall: 14/100
The first half has no enemies.

I think that's all I have to say, honestly.


Also, the paranoia that I'm playing incorrect level versions is setting in. So if I did that pls yell at me and I'll review yours again!!
I appreciate the feedback, thank you.
Could you give my level a try? I updated it recently and want to see how it fares.
Just to let you know I am currently updating my level, so please wait a day or two.

Done updating!
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


I'd like you to review mine. And just so you don't have to worry about paranoia, I'll link you the latest version! :D
*Insert witty footer here*
Just a heads-up, I'm currently in the process of creating my level. I started today and will have it done in the next week. I'll post it in the submissions thread when I'm done, you can play it then, thanks!
Your layout has been removed.
Been lining up my scores now and I'm really not liking how they're turning out so I think after deadline passes I'll readjust all of them :S

WisePerson
Design and Execution: 16/50
Design Creativity and Aesthetic Creativity: 5/30
Aesthetics and Polish: 10/20
Overall: 31/100
It's a typical "first level" kind of thing. It's pretty generic, it's a grass level, there's a lot of koopas and chucks, some okay ideas, etc. There's nothing blatantly offensive about it or anything, it's just your average beginner's level. The vine parts are probably my favorite (?) parts of the level because the positions of koopas are at least mildly threatening and it also means that at least there isn't just flat ground for the entire time. The rest of the level is pretty eh, though. There's a lot of enemies that you can just run over, like the venus fly traps over the rope bridge or the clappin chuck just...in a ditch for whatever reason. There's not much to the level, really. It's a perfectly fine level, but it's also just a pretty typical first level kind of thing that doesn't really do much at all. Also why did you say YES for secret exit when there is none?


RZIBARA
Design and Execution: 41/50
Design Creativity and Aesthetic Creativity: 12/30
Aesthetics and Polish: 14/20
Overall: 67/100
Pretty nice level! It legitimately feels Nintendo-esque IMO. The design and difficulty curve is very well done and there's really not any design flaws in it at all. It basically follows the SMW design philosophy to a T. Some of the obstacles kinda remind me of Donut Plains 3 actually? Namely how the rotating platform is introduced, etc. though it's not really a major thing, most of the level is obviously original ;p. But even though the level is really well designed and pretty well done in general it's also just a...level. It doesn't really do anything particularly new with Fuzzies, it's just the basics. I guess I haven't really seen them used bouncing up and down off a vertical line guide but I've seen plenty of grinders and chainsaws that do that :S.

Very very small complaints in regards to the design. In the bonus cave section you can just spinjump on the fuzzies and grab the springboard if you get the right angle and you don't have to use the springboard. Also, I feel like the bridge right before the midpoint should be extended. I feel like it's way too easy to misjudge where ground will be and as such possibly die right before the midpoint. Other than that it's a very well designed level. I actually really like the note block/fuzzy section right at the end, I kind of wish more was done in that like...zone of difficulty? Cuz honestly, right now it just feels like Donut Plains 3 part 2, lol.

Don't get me wrong, this level IS pretty good, but I just don't really think it does that much. It has incredibly solid design and as such it's fun to play, but it also just gives off the vibe of just existing ;p. I wish more creative and weird stuff was done with fuzzies, honestly, because as it stands it's very basic setups that just make the level 'good' instead of 'great'. Don't be afraid to experiment, lol!! <3 As it stands, though, it's still a fun and well-made level!


allowiscous
Design and Execution: 36/50
Design Creativity and Aesthetic Creativity: 25/30
Aesthetics and Polish: 18/20
Overall: 79/100
Not really the biggest fan of this one. I really like the concept of scaling this tower with all the mini-floors and stuff, making for a bunch of quick challenges kind of experience, but the design quality and difficulty tends to fluctuate a lot, so you have an experience where some floors are pitifully easy or skippable while others are kinda bullshit and will kill you like 10 times. It also doesn't help that the level has a bunch of sprites like line guide ropes and bowser statues that appear on one floor total and then never get used again. None of the sprites really feel like they get used to their fullest potential, besides maybe the grinders. I'll just break down the whole level:

The first few floors are fine. Floor 0 is a good introduction to the grinders, and Floor 5 plays pretty well. Floor 10 is when things start to break apart (HAH GET IT). I'm really not a fan of the breaking enemy gimmick tbh, because it feels like they're just there to surprise you and punish you for not hesitating constantly because you didn't know where the enemy is. It didn't like, hit me or anything, but it's still annoying and I think it disrupts the gameplay. I think the only floor I really liked the usage of the breaking enemies is Floor 25, and even then I think it could be shifted over a block or something...But on the subject of floor 10 it's just kind of bleh. Floor 15 is the only appearence of the ropes, and a bizarre difficulty spike in the level before it immediately goes back down. I don't really like this room, because the ropes are kinda introduced in a dangerous place plus you can't actually tell the length of the line guides since the ropes have priority over them :S. The room itself is pretty finicky to do without getting hit as well, especially the last jump. I'd recommend properly introducing the ropes, making line guides have priority over the rpes, and making the jumps in floor 15 (or whatever floor it becomes) a bit less tight.

Floor 20 honestly is kind of redundant as it just feels like a less fun version of floor 5, so it could probably be replaced with more rope shenaingans. Floor 25 is good, for the reason I mentioned earlier. Floor 30 honestly just feels like filler because really the only enemies here are some pretty pointless breaking block enemies and a single easy-to-dodge grinder. Floor 35 is cool and it's also the only appearence of bowser statues - I wish they were used more ;-;. Floor 40 is also pretty cool, though I think it or the floor before it could use a powerup possibly? And floor 45 is an obvious break room. Floor 50 is probably my favorite part of the level because it makes for a cool transition room and it plays pretty well.

Floor 55 is when things start to really fall apart imo. 55 and 60 are okay, but 65 is pretty pointless and would play basically the same even if the bubbles weren't there. And without the bubbles, it's just a single grinder. Floor 70 just gives you not enough time to realize you're about to die from falling platforms. There's too little time to react. I'd recommend changing it to a moving platform about to fall off a line guide or something. Floor 75 is good, if a bit easy. Floor 80 is just garbage. Not only do you once again have little time to react at the START of the room, you also have to react to pop the goomba bubble and then run under the mushroom bubbles. There's just not enough time to parse the info and I died 5 or 6 times before I even pulled it off because the room just feels so finicky. Floor 85 is pretty bad too, it's really hard to dodge the wall of grinders on a first playthrough and it's not intuitive that you just have to charge straight ahead and pop the entire row of bubbles to dodge everything. Floor 90 is pretty boring filler and Floor 95 I don't even get why it's even there because you can just ignore the challenge of the room, pop the bubbles over pits without any danger and get like 4 extra mushrooms :T.

Then there's an above roof seciton which looks really good but has no gameplay?? Like?? I was like "wow this room looks awesome!" and then it turns out it was literally a 2 screen long transition room with no enemies. This seems like the perfect setting for like, a 'final challenge' thing where all the sprites from the previous floors are combined for a last challenge but it's just squandered and it made me so sad!! You could maybe put a 1-up checkpoint here and have that final challenge. After the roof there's a reznor fight which, I like the idea of but it's just really easy. The single extra grinder added poses no threat at all. I'd recommend making it quite a bit harder and more interesting ;p.

As for the aesthetics, the background looks fantastic but I'm not a huge fan of the tileset? It just looks a bit too monocolored, imo. I had a hard time seeing where the bubbles were going to pop in floor 75 when I first played it but it might just be me. Maybe add more contrast to the tileset from the background? The rest of the level looks really good though.

So yeah. There's good ideas, but unfortunately I don't think a lot of them are used as much as they should be. Add that on top of some frustrating rooms and fluctuating difficulty curve with random filler and the level is just one that I wasn't really a fan of :S. It's pretty close to being great, tho! <3


EDIT: Hmmm. This new version. I'm not really sure what to think about it, in all honesty? I've literally replayed it like 3 times now and I still can't quite put my finger on what bothers me. The new version is unfocused as hell, but that's also kind of the point. There's a lot of rooms that I really like (the torpedo ted one at the end is pretty amazing) but I just kinda don't feel like they flow that well together? Maybe they should be all organized by sprite set or something. Also it kind of makes me sad that the lab graphics work kinda went to waste, idk really about the reznor battle being at the top even if it is fitting :|.

But...yeah. I don't really have much to say because I don't really have much to complain about other than I...just don't think it flows that well? I don't like the pencil/grinder room at all, it's janky. Also the note block colors in the urchin room bother me for some reason. But other than that, each individual room is pretty good, if not great and pretty creative, it's just I don't really think they mesh well together? Also I still think the FG is too hard to see sometimes, especially in the ballnchain and pitchin chuck rooms. Like...I think this IS a step up from the original version because there's no longer any pointless filler, but again, I just don't think it flows that well and it feels unnatural. I'd recommend re-looking in to the progression of this. Like I said earlier, maybe organize the floors by sprite set or something.


natnew
Design and Execution: 10/50
Design Creativity and Aesthetic Creativity: 22/30
Aesthetics and Polish: 10/20
Overall: 43/100
This is an amazingly creative concept for a level, and the fact that you used item memory manipulation to have a healthbar is freaking insane, but unfortunately the gameplay is just not there. Yoshi has two attacks (pirahnas and koopas), and while on their own the attacks are fine, the parakoopa attack is easy to dodge after the first runthrough which makes the Item option entirely unneccesary. So the gameplay basically amounts to dodging the same parakoopa attack over and over. I'd highly, highly, highly, HIGHLY suggest more attack variety, as that would make this level far more entertaining, fun, and creative in general. As it stands, though, it's very monotonous. Please add more variety cuz I love this concept and it's so cute and I want to play more of it than just parakoopas!!! <3


MarkVD100
Design and Execution: 9/50
Design Creativity and Aesthetic Creativity: 8/30
Aesthetics and Polish: 9/20
Overall: 26/100
When I first started playing this level I died in the first 5 seconds due to a stupid football. Yeah. Honestly...this speaks mounds about the level itself. To be blunt, it's pretty bad. The design is nonsensical and frustrating, oftentimes resorting to enemy spam, the level structure is confusing, half the stuff is randomly resprited to confusing things for no reason (the pipe lakitu is now a monty mole and its spinies are...stone balls from the rotating platforms...), it's...bad.

The first half is a mess design-wise, with paths randomly sprawing everywhere that have wildly varying difficulty (one instance in particular has a top path with a normal amount of enemies plus a DC, while the bottom path has 2 enemies total). There's no coherent theme or anything, the level just plops down whatever it feels like using at the moment and nothing interesting really happens until the part with an actual Yoshi. The actual Yoshi part is okay, though the "puzzles" are far from mindblowing. It at least forces you to think for a bit, though I very much dislike the random hole in the munchers for the reset door because if you have to reset it's very likely you'll get hit (and Mario getting hit, for that matter, not Yoshi, because SMW is weird).

The second half is awful. It's literally just like 6 screens total of enemy spam and literally nothing else. The corridors are cramped and filled with dry bones and thwomps pasted everywhere that will constantly hit you, especially if you're on yoshi - crumbled dry bones will still hit yoshi for some reason cuz ???. But yeah. There's. Literally no thought put into the design, like, at all. It's cramped corridors and enemy spam and it's not fun. Thankfully it's over quickly, but it's incredibly unfun to play nonetheless.

The moon room is also pretty bad. It starts with a nonthreatening corridor with thwimps and then it tosses a generator at you in a cramped corridor with tons of thwomps placed down everywhere and uuugh. Also for some reason there's a freakin p balloon in a random block there?? Liek why is there a balloon there lmao??? The one time I got it I flew into the ceiling and immediately got killed by the generator. Thankfully again this room is also short but it's still...not fun. It's just enemy spam and annoying level architecture.

And I think that sums up the level, really. The architecture is cramped and all over the place, and add on top of that inherently annoying enemies (puntin' chucks) and enemy spam and you have a level that just isn't fun to play at all. Also it bugs me a LOT that whether or not the Yoshi graves are solid is completely inconsistant and isn't even denoted via like a slightly different palette or anything. Both solid and nonsolid ones have two different statue variations that are the same colors. It's inconsistant as hell and it bugs me so much. But umm...yeah. This level...needs work. Sorry :(
I tried to troll you guys. I was MARIO_HACKER, and the OW text was saved through the levels, so yeah. I hoped my troll would go on for longer, but They've been deleted. |-O If i wasn't trying to troll then I wouldve updated it
*Insert witty footer here*
Hey, I think you shoud do a review of my level.

Because, why not?

asm coding time
My current(?) hack (outdated, possibly)
Originally posted by snoruntpyro
About my level

WARNING! Rage Mode and Long Post! Taking it super seriously
Okay, I was hoping to get around 40 total in score, but I actually made it worse somehow!

The second half was actually more like 2/3 of the level.

Few things you said that actually piss me off/go too far/harsh for me are these:
Originally posted by snoruntpyro
Second half/ 2/3 and moon room.

You seriously don't accept that as a reasonable challenge? That's bulls***! It's more acceptable than my crappy second half of my VLDC9 level for crying out loud!
Originally posted by snoruntpyro
resorting to enemy spam

Except it doesn't! I completed my own level tool-less and I removed "too hard" stuff and this wasn't enough! Looks like you've possibly been playing bad or sloppy as a possibility. Dying to football. Come on, you had time to react to it!
Originally posted by snoruntpyro
mess and confusing design-wise

What is so confusing about? I don't see anything confusing! Why not tell me in specifically which part and I can change or fix something as fast as I can. Same with the mess thing, since for some reason I don't see it. The mess could've been the 2/3 part of the level, which I kinda understand because it only took like 10 minutes to make, but still, it was a hurry&escape segment.
Originally posted by snoruntpyro
no thought put into the design

When I actually DID put thought into my level, but it took a while to finish. (About a month total due to other things!) The 2/3 part of the level didn't exist until the version you played. The puzzles was also less basic and boring than the older version that FrozenQuills played!

No offense intended, but the changes/fixes I made that doesn't make it better actually wastes like 3 hours of my life! The way you explained my level wasn't enough for me to understand what's wrong with it. Now, I'm too impatient person for any Fan Judge to review a score of my level and it's horrible just because I am getting zero feedbacks from normal people after I updated it! (It will be nice to tell which Fan Judge is a Mario Expert player) That's all I am going to say! Explain which ones are bad clearly please and I can fix it. Thanks.
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Could you maybe give my level a go?
Check out my new hack thread:
Originally posted by MarkVD100
(It will be nice to tell which Fan Judge is a Mario Expert player) That's all I am going to say! Explain which ones are bad clearly please and I can fix it. Thanks.

I beat all of JUMP toolless, including The Depraved Stronghold, have made some of the hardest levels in the sequel, and have made a pretty hard level for this contest too. I'm pretty sure I'm a "Mario Expert".

The second half took me much less time to play so I could only assume that it's way shorter. And there isn't really anything to be specific about. ALL of the second half is just sumo bros in cramped corridors and dry bones and thwomps dumped everywhere. And the moon room is not a ""challenge"". Its a few blank corridors with thwomps put down everywhere and then a dumb bullet generator added on top of it that corners you constantly. Generators and enemy spam are not ""Mario expert challenges"". Actually thought through setups are :/

The design is confusing because of the multiple paths going everywhere and random reznor blocks pasted everywhere that serve no purpose. Platforms are just everywhere and nothing actually is given focus. It just feels like stuff that exists and not a challenge you actually have to stop and deal with. The first half is the biggest offender of this.

The second half is enemy spam because the sumo bro lighting in combination with the dry bones and thwomps just covers a large number of tiles you can stand on and not get hit. Again, enemy spam is not a reasonable challenge, it's a dumb annoying challenge. Reasonable challenges are in levels like Trust Fall or Snakes and Ladders where there's setups you have to actually stay there and deal with it and think about what you have to do to get past it rather than just blindly flail forward and hope a generator doesn't spawn bullet bills on top of you.

Also, FrozenQuills and I are not the same person and we don't give the same score ranges and have different opinions so I don't know why you're saying my score should have been higher than FQ's :|. FQ is more generous than me from what I've seen.
Freedom Planet - Dragon Valley (VLDCX EDITION)

How dare you make a review of my level rn. #smw{>:|}
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Originally posted by snoruntpyro
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I was rage in grumpy last night because I really wanted my level to reach to top 60 or higher and how I suck at this.

I did't want my level to be too hard, I also didn't want it too boring either because of barely enough enemies. I really underestimated the amount of enemies I used for failed attempts of doing a challenge, didn't I. So, now I am going to try something different other than the enemy route.
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


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My Level


More or less what I expected.

Multiple attacks is really hard to do with entrances, the best method I can think of requires multiple copies of the same room + many secondary entrances, if there's significantly more. However, I think I can make it such that either of the two attacks can happen, so that's my goal.

Also make the two that do exist less repetitive.

Hope I can balance it w/my school workload... Four days left...
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