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[FAN JUDGE] Mad Lad's mega lazy fan judging thread - REQUESTS WELCOME

Originally posted by Mad Lad
hope I'll get at least another one done tomorrow.

...I should really stop setting such strict deadlines for myself xD.


Anyways, I finally got around to finishing two more reviews. The last request will hopefully be done soon. Hope you enjoy.

019 PokerFace:


Design: 53/60:
This was a blast to play. Every single section managed to bring something new and interesting to the table. There were tons of clever setups with well placed enemies (will go into more detail in the creativity section). The difficulty curve throughout the level was excellent with only the jump shown in the screenshot being a little too tricky in my opinion and the boss battle with too little going on (you're only in danger when you stand in the middle of the room or have to grab a throw block).
I really enjoyed that you put a lot effort into placing the yoshi coins interestingly as well, with my only coplaint being the third yoshi coin which feels almost luck based too me. But the only bigger issue that I had was the relativly tight time limit because of the levels overall length and exploration possibilites. To fix that I recommend to maybe consider getting rid of the boss battle as I felt it didn't add too much to the level.

Creativity: 26/30:
Besides the incredible amount of creativity in the aesthetics, the design offers quite a bunch of creativity in it's various sections as well. The sinking layer 2 and layer 2 smasher section come to mind. My favourite idea were the grinders used as electricity on the powerlines though. Genius!

Aesthetics: 10/10:
This might be the visually most interesting and impressive VLDC level yet especially the brilliant use of ExAnimation makes this level really "come to life". I litterally have not a single aspect I can critisize aestheticly. You've outdone yourself.

Total: 90/100 (NEW FAVOURITE)


033 ECS.98:

Design: 47/60
How can this be your very first level? Great job! While there are bits of the level that I didn't enjoy as much most of the sections and ideas are miles better than in a lot of other VLDC entries. Also because the rooms vary a lot in quality and uniqueness I decided it's best to review the design room by room.
The little introduction room comes in great effect, perfectly explaining how the gimmick works and leaving the player wondering how you were able to pull this off with vanilla resources only xD.
Room 1: For the most part a well designed room. I really enjoyed that due to the layer 2 / on-off switches the way back felt completely different. The room contains some of my favourite setups of this level as well, the fuzzball section and "3-grinder-section" at the beginning come to mind. The only negative for me were the waiting times on your way back (e.g. see screenshot). I'd recommend replacing some of the layer 2 platforms to make the transitions between the sections more fluent.
Room 2: Another interesting gimmick, that I feel is a little underused in the level. My only criticism would be that the backtracking feels completely unnecessary as there is not a single enemy left to pose any threat.
Mini-Rooms: My absolute favourite section of the level. While the rooms might be a little less difficult than the rest of the level, they truely show the potential and various possibilities of the sprite-slot gimmick. I'm pretty sure we can expect multiple levels based around this gimmick for next years VLDC.
Pre-boss rooms: Excluding the boss fight, probably the least memorable bit of the level. To make it more interesting you could for example bring back the gimmick of the second room.
Boss: I don't dislike the boss fight but in my opion it doesn't hold up to the creativity of the rest of the level. My problem is that you didn't use enemies or any of your newly introduced gimmicks to threaten the player, but rather relied on spikes which are a lazy way of adding difficulty. Combining two of the previously seen gimmicks (sprite slots, "looping" sprites) for the keys was a nice touch though.

Creativity: 30/30:
There is no way I can't give you a full score in this category. Rarely have I ever seen such an incredible amount of creative gimmicks and setups in one level. And to be honest I still don't get how you were able to pull at least half of the tricks off.

Aesthetics: 5/10:
While I genearlly enjoy the vanilla castle aesthetics and vibe, the aesthetics are still the category where the level could be improved the most. Thank you for making the layer 2 and "mario-only" playforms (in room 2) easier to detect, by giving them a different shade of grey though.

Total: 82/100
Check out my new hack thread:
Originally posted by Mad Lad
Total: 82/100

Ok, first... OMG! 82/100! Thank you so much!!

... Now for answering a little more serious xD

Originally posted by Mad Lad
How can this be your very first level? Great job! While there are bits of the level that I didn't enjoy as much most of the sections and ideas are miles better than in a lot of other VLDC entries. Also because the rooms vary a lot in quality and uniqueness I decided it's best to review the design room by room.

Thank you so much for your review! You provided a lot of helpful feedback!

Originally posted by Mad Lad
The little introduction room comes in great effect, perfectly explaining how the gimmick works and leaving the player wondering how you were able to pull this off with vanilla resources only xD.

It's nice to see that room works! That was kinda the intention haha
The basics of most of the level's setups are actually pretty similar!

Originally posted by Mad Lad
Room 1: For the most part a well designed room. I really enjoyed that due to the layer 2 / on-off switches the way back felt completely different. The room contains some of my favourite setups of this level as well, the fuzzball section and "3-grinder-section" at the beginning come to mind. The only negative for me were the waiting times on your way back (e.g. see screenshot). I'd recommend replacing some of the layer 2 platforms to make the transitions between the sections more fluent.

Yea, the Layer 2 idea was to have that exact effect, making the way back different, so the player wouldn't just walk back in an empty room.
As for the waiting time, i felt that could be a bit of a problem, i tried playing a bit with Layer 2 setups before, but couldn't really find a way to completely remove the need to wait.
The fact is that Layer 2 On/Off already moves pretty slowly by itself, and since i wanted to hide the Layer 2 below the level so it raises on the way back, it takes a while to reach the position i want...
I will try to see if i can do anything

Originally posted by Mad Lad
Room 2: Another interesting gimmick, that I feel is a little underused in the level. My only criticism would be that the backtracking feels completely unnecessary as there is not a single enemy left to pose any threat.

Yea, i really like that gimmick! And it's fun that it was only possible to be used in my level thanks to Lunar Magic 3.0 haha
As for it being underused, it's mostly because it was never meant to be a main gimmick in the level. I initially planned to use it for just one jump, but that jump didn't work. So later i started to come up with some pretty interesting setups using it, and i noticed the idea could be expanded!

Oh... the backtracking...
*reads a few lines above*
making the way back different, so the player wouldn't just walk back in an empty room.
*realises i just completely failed to use my own idea one room later*
Oh my... that was an oversight haha

Actually, this segment is the one that has been changed the most during the level's development, so it sometimes shows a few ideas leftover from previous versions of the room that don't make as much sense now.
The backtracking for example made more sense in an earlier version of the room that was 2 screens long and had a P-Switch, but later i expanded the room and removed the P-Switch, but completely forgot about the backtracking xD

Originally posted by Mad Lad
Mini-Rooms: My absolute favourite section of the level. While the rooms might be a little less difficult than the rest of the level, they truely show the potential and various possibilities of the sprite-slot gimmick. I'm pretty sure we can expect multiple levels based around this gimmick for next years VLDC.

This is actually where the whole level started! I saw this gimmick first being used in Swissotel by FT029 (VLDCX), and from there i worked my way with using sprite slots as a gimmick!
The fact with them being on the easier side is because they're more puzzle oriented, so i wanted the player to have a safe environment to actually think about the puzzles without worrying about anything dangerous.

Originally posted by Mad Lad
Pre-boss rooms: Excluding the boss fight, probably the least memorable bit of the level. To make it more interesting you could for example bring back the gimmick of the second room.

Yea, i've heard this before. I know that room might be less interesting gameplay-wise than the others, as my main focus on that was to make an 'illusion' of a door that could only be entered with a Key.
So i had a bit of a hard time coming up with a design that could work for that room, while still being careful to implement the illusion gimmick.
You just gave me an idea i didn't think of before. I think using the Sprite Respawn Loop gimmick could actually work!
The only problem is that, due to limitations in the execution of the gimmick, it might require some bigger changes to work around a few issues (for example, i'd need to work with Layer 2 in that room, so i'd have to sacrifice the BG)

Originally posted by Mad Lad
Boss: I don't dislike the boss fight but in my opinion it doesn't hold up to the creativity of the rest of the level. My problem is that you didn't use enemies or any of your newly introduced gimmicks to threaten the player, but rather relied on spikes which are a lazy way of adding difficulty. Combining two of the previously seen gimmicks (sprite slots, "looping" sprites) for the keys was a nice touch though.

Well, as for the Boss, it mostly comes down to what i've said on the previous paragraph: limitations.

I did have a hard time coming up with a good bossfight, and i couldn't really think of anything unique, as i had already developed the gimmicks i wanted to work with throughout the level.

At first you might think the Throw Block glitch would work in a Big Boo boss, but in the end it didn't really work. If i was to use a boss based on killing enemies before being able to grab Throw Blocks, as soon as the first enemy was killed, the player would be able to grab as many Throw Blocks as he wants, which would essentially turn the fight into your everyday Big Boo. I also tried to find ways to refill sprite slots, so the player would have to manage sprite slots with every hit on the boss, but that was even worse, as it was very unreliable and purely RNG based.

Using a combination of 2 previously used gimmicks was by far the best idea i had, and the one i was most satisfied with! (especially because of the effect of each Key only being "unlocked" after the previous one has been used on the Boss!)

As for the way the room was designed, it was another problem due to limitations. Using enemies wouldn't really work well due to the fact that the sprite limit had to be maintained to prevent the keys from spawning at the wrong time, enemies could easily despawn if going off-screen, which would mess up the sprite limit.
Also, with the Infinite Sprite Respawn gimmick, i had to use Layer 2 with Foreground as well. So the only thing left to work with was Layer 1 objects, that's why i used Spikes.

Originally posted by Mad Lad
Creativity: 30/30:
There is no way I can't give you a full score in this category. Rarely have I ever seen such an incredible amount of creative gimmicks and setups in one level. And to be honest I still don't get how you were able to pull at least half of the tricks off.

Yay! Full score! Thank you so much!
I was indeed shooting pretty heavily on creativity, and it's great to see it actually paid off!
As i said before, the basics for most of the tricks are actually more similar than most people probably imagine. However, it does still require a lot of attention to detail on every single setup!

Originally posted by Mad Lad
Aesthetics: 5/10:
While I genearlly enjoy the vanilla castle aesthetics and vibe, the aesthetics are still the category where the level could be improved the most. Thank you for making the layer 2 and "mario-only" playforms (in room 2) easier to detect, by giving them a different shade of grey though.

Yea, i know the aesthetics aren't that well developed. I didn't really have much of a focus on it other than the basics of making sure everything looks ok.
My main concern with aesthetics is, being very new to hacking, i didn't feel too confident to use graphic edits, ExGFX, ExAnimation and such, i haven't even tried to do this kind of thing yet (The most i did was creating a few Map16 tiles, but those were mostly functional tiles, such as the darker Layer 2 platforms or the arrow indicators)
The only thing i did aesthetic-wise was the custom palette, which was something most people suggested as an easy to start aesthetic change.

Wow, now i'm finished haha
Thank you so much for the review! You did a great job with it! The amount of detail was awesome and it was really helpful! I'll be thinking of a few changes and try to fix a few of the things you pointed out!
My Youtube Channel
I've updated the level since it's no longer a collab. Will you re-review it?

Kill me


Have a frost day~
Finally I found the time to continue working on the reviews. Again sorry for taking so long. Work is really keeping me busy. While it might a while feel free to still request me to play you level.

034 debug001:


Design: 21/60
Overall the level design is not bad but there is definitely room for improvement. There is a lot potential though as you bring some really interesting ideas to the table.
I didn't find the first half all too enjoyable mostly due to it's slow pacing and lack of interesting setups. I enjoyed the level layout and enemy placement in the first half although I'd recommend adding more variety enemy-wise (95% of all enemies are just rip van-/blurp-/fish) What made the section boring for me though was the lack of progression throughout the level and the lack a interesting setups. Also I'd recommend turning down the amount of powerups, since it's way too easy to get a fireflower with which you're pretty much unstoppable in the first half.
The second section had a lot more intersting ideas to offer. I'm a huge fan of the floating water puddles and I'm sure they allow for some great setups. While I'm glad you used multiple puddles in various shapes, most of the time you were unfortunately just jumping from one puddle to the next. Try thinking of other setups based on this idea. Just as an idea, how abouthaving the water bubbles move on layer 2. The other interesting idea were the damage boosting sections, which unfortunately feel really out of place. The enemy placement in this section could use some work because most swoopers are hardly any danger at all. An way to fix that could be to use fish in the water puddles.

Creativity: 14/30
As already stated in the design category, you have interesting ideas that could benefit a lot from more memorable setups. The first half isn't all too unique although the orange clouds andwood pillars still add an interesting thread besides the usual underwater enemies. The hitbox of the orange clouds can be an issue though because slope tiles act like munchers as well, as ECS.98 already mentioned. The water puddles and damage boosting in the second half are both really decent ideas on their own but since the design is focussed on neither of them both ideas unfortunately feel wasted :/. I'd recommend to choose one of these ideas and build the entire second half around it. I'd go for the water puddles as designing a fair level around damage boosting will be very tricky.

Aesthetics: 3/10:
Having to tell the player that orange clouds are dangerous and that the bright blue ones act like water via message boxes instead of it being obvious visually should be a good indication that there is room for improvement in the aesthetics. The "water puddle clouds" look fine imo but I'd recommend finding a way to make it obvious to tell that they act like water. A possible solution could be to have the player fall into one of the puddles when entering the second half of the level. The orange clouds and orange wood pillars are an odd choise visually, but I'm honestly having a hard time coming up with a good replacement. Also I gotta agree with ECS.98, the palette of the blue wood pillar should be changed. Another problem I had is that the first section visually doesn't feel like a water level. This is probably due to both sections using the same FG and BG while one of them is underwater and the other one isn't. On a more positive note I'm really digging your music choise in the first half.

Total: 38/100

Originally posted by Manofer
Can you test my entry please? xD

Of course :).

Originally posted by Blizzard Buffalo
I've updated the level since it's no longer a collab. Will you re-review it?

Sure thing, especially since there is an entire second half I didn't comment on yet.

Originally posted by Blizzard Buffalo
Kill me

...I'd rather not xD.
Check out my new hack thread:
Originally posted by FerpyMcFrosting
I'd like my level tested as well, I haven't participated in a contest before so I could use some critique
https://bin.smwcentral.net/u/33369/VLDC11%2BMecha%2BMountain%2Bv1.bps

I've added it to my list.

Originally posted by ECS.98
Originally posted by Mad Lad
Total: 82/100

Ok, first... OMG! 82/100! Thank you so much!!

Well deserved in my opinion ;).

Originally posted by ECS.98
Originally posted by Mad Lad
Room 1: [...] The only negative for me were the waiting times on your way back (e.g. see screenshot). I'd recommend replacing some of the layer 2 platforms to make the transitions between the sections more fluent.

[...] As for the waiting time, i felt that could be a bit of a problem, i tried playing a bit with Layer 2 setups before, but couldn't really find a way to completely remove the need to wait.

I won't worry about the little waiting time all too much. It's just a minor issue I thought I'd mention for completionist sake.

Originally posted by Mad Lad
Room 2: Another interesting gimmick, that I feel is a little underused in the level. My only criticism would be that the backtracking feels completely unnecessary as there is not a single enemy left to pose any threat.

Originally posted by ECS.98
[...] Oh... the backtracking...
*reads a few lines above*
making the way back different, so the player wouldn't just walk back in an empty room.
*realises i just completely failed to use my own idea one room later*
Oh my... that was an oversight haha

xD. I know that all to well. But the backtracking should be an easy thing to fix.

Originally posted by ECS.98
Originally posted by Mad Lad
Mini-Rooms: My absolute favourite section of the level. While the rooms might be a little less difficult than the rest of the level, they truely show the potential and various possibilities of the sprite-slot gimmick. I'm pretty sure we can expect multiple levels based around this gimmick for next years VLDC.

This is actually where the whole level started! I saw this gimmick first being used in Swissotel by FT029 (VLDCX), and from there i worked my way with using sprite slots as a gimmick!
The fact with them being on the easier side is because they're more puzzle oriented, so i wanted the player to have a safe environment to actually think about the puzzles without worrying about anything dangerous.

Now that you mention that, I agree it's actually a whole lot better to keep these rooms and puzzles simple and on the easier side of things, especially with the newly introduced "max. 500 seconds rule".

Originally posted by ECS.98
Originally posted by Mad Lad
Pre-boss rooms: Excluding the boss fight, probably the least memorable bit of the level. To make it more interesting you could for example bring back the gimmick of the second room.

Yea, i've heard this before. I know that room might be less interesting gameplay-wise than the others, as my main focus on that was to make an 'illusion' of a door that could only be entered with a Key.
So i had a bit of a hard time coming up with a design that could work for that room, while still being careful to implement the illusion gimmick.
You just gave me an idea i didn't think of before. I think using the Sprite Respawn Loop gimmick could actually work!
The only problem is that, due to limitations in the execution of the gimmick, it might require some bigger changes to work around a few issues (for example, i'd need to work with Layer 2 in that room, so i'd have to sacrifice the BG)

The idea of the locked door is incredible and I'm really unsure on how you were able to pull that off (I'm guessing there's an invisible block sprite I don't know of). I'm looking forward to seeing what you come up with to make this section even more interesting to play :) (not sure how I gave you an idea, but you're welcome xD).

Originally posted by ECS.98
Well, as for the Boss, it mostly comes down to what i've said on the previous paragraph: limitations.
[...] Using a combination of 2 previously used gimmicks was by far the best idea i had, and the one i was most satisfied with! (especially because of the effect of each Key only being "unlocked" after the previous one has been used on the Boss!)

I already expected that due to the limits you had to work with. Out of the options you mentioned you seem to already have picked the best one. The only other option I can come up with is to entirely skip the boss fight and extended the level by one or two more sections, although I don't think I'd recommend that since the boss fight is really clever.

Originally posted by ECS.98
Originally posted by Mad Lad
Aesthetics: 5/10:
While I genearlly enjoy the vanilla castle aesthetics and vibe, the aesthetics are still the category where the level could be improved the most. Thank you for making the layer 2 and "mario-only" playforms (in room 2) easier to detect, by giving them a different shade of grey though.

Yea, i know the aesthetics aren't that well developed. I didn't really have much of a focus on it other than the basics of making sure everything looks ok.
My main concern with aesthetics is, being very new to hacking, i didn't feel too confident to use graphic edits, ExGFX, ExAnimation and such, i haven't even tried to do this kind of thing yet (The most i did was creating a few Map16 tiles, but those were mostly functional tiles, such as the darker Layer 2 platforms or the arrow indicators)
The only thing i did aesthetic-wise was the custom palette, which was something most people suggested as an easy to start aesthetic change.

I totally get that and to be honest this VLDC was the first time I myself put a little more work into the aesthetics (custom palettes were the most I ever did before that). But just as a tip, mixing sprite tilesets can even enhance your design by quite a bit, as you're able to use sprites out of multiple spritesets you otherwise can't (e.g. use sprites out of the ghost house and castle spriteset together in one level).

Originally posted by ECS.98
Wow, now i'm finished haha
Thank you so much for the review! You did a great job with it! The amount of detail was awesome and it was really helpful! I'll be thinking of a few changes and try to fix a few of the things you pointed out!

I'm so glad that the review was helpful to you. As for the amount of detail I unfortunately can't compete with you xD. Super excited to see what changes you make. You can expect me to write another review when you've updated your entry and I'll tell you where still see room for improvement.


Last but definitely not least, thank you so much for taking the time to review my level. Your detailed feedback is incredible useful. I for sure will update my level fixing/improving the sections you mentioned. Also I'm still working on a response to your review similiar to yours.
Check out my new hack thread:
Could you test my level please?
I'm back! Finished two more reviews, the other two request will hopefully be with you soon. I also made some slight edits on the scores I gave on earlier reviews to balance them out a little more.

008 Manofer:


Design: 34/60:
I had a great time playing this level. It's a neat collection of interesting little challenges of which most were pretty enjoyable.
The very first section is by far the simplest section but does a good job at introducing the gimmick. The setup where you have to narrow the mushroom to you by hitting the note block at the right time is a decent idea. Not losing your mushroom in the first section is very easy and rather a proof a concept.
The second section is very decent as well. I like the way you get the mushroom and the two rope jumps, in particular the one with the falling spike are really clever.
The sections get more and more complex throughout the level. Proof of this is the third section in which you have to not only keep your mushroom but also carry the shell all the way through making you unable to spinjump (interesting way to add difficulty). Enjoyable section overall but I feel like the mushroom should be harder to get and the "spinjump-filter section" could be extended.
I dislike the puzzle section at the end of the first half though, if you can even call it a puzzle. All you have to do is hit both blocks with the shell (order doesn't matter since the shell respawns) and grab all the items you need making it quite tedious to play. Also since there is not a single enemy in the room a threat is pretty much non-existent with the only exception being the door at the end which you have to enter during your damage boost.
The first section of the second half is decent but rather forgettable. You spinjump your way across a large gap... and that's pretty much it. I'd at least recommend extending the section by a bit and removing the thwomp seen in the screenshot as it's impossible to see him coming on you're fist playthrough.
The very last section brings the idea from the very first section back in a much trickier form. While I'm glad you brought the idea back, in my opinion the section is way too tight due to the low ceiling. You try the section over and over again till you get it right which is unfortunately not all too fun.
The biggest issue for me was the levels length though. The first halfs length is excellent, the second half is especially in comparison way too short. It feels like you've run out of ideas. For example you could try working with two mushrooms that you have to keep or have a obstacle with time pressure (e.g. you can only get the mushroom during the p-switch time).
Sorry if the review came of as mostly negative. As I stated in the beginning I did enjoy your level and most of it's ideas. The "issues" I mentioned were for the most part very minor.

Creativity: 23/30:
What a great gimmick to build a level around! I plays very differently than your usual vanilla level as in, you have six sections with a certain requirement (mostly get/keep a mushroom) to beat that you can retry as often as you want. There are tons of interesting setups and ideas throughout the level as well.

Aesthetics: 7/10:
Nice job on the aesthetics. The palette and decorations look really well. Music choise is fitting as well. For the most part I do enjoy the background (especially the gradient) as well but it feels a little empty (in the top half) and repetetive. Minor issue but the note block has glitched graphics when hit (due to the castle spriteset).

Total: 64/100


045 Blizzard Buffalo:


Design: 37/60:
First of all thank you for taking all of the feedback you got to heart. In my opinion the level has been greatly improved already. Especially the first half shines with tons of interesting setups that all feel fair (only one or two exceptions but I'll come to that later). The second section still is a little ruff around the edges but was overall still enjoyable. I think the best way to review your level is by commenting on which setups work well and which one I'd consider changing. To make it easier I'll refer to the section with the associating screens numbers in Lunar Magic, I hope that's okay for you.
First half:
00: Throws you right into the action. Grider is far enough away to give you enough time to react. Good work.
01-02: Does it's job but too flat and with too little going on.
03-05: Some really decent enemy placement in these screens, especially the grinders in screen 4.
06: I really don't get this setup. It feels very overwhelming and I don't see the purpose of adding a second path since it makes it all the more confusing.
07: Definitely changed for the better, maybe a little to repetitve(?).
08-0A: Simple screens that allow the player to breathe between all the action.
0B-0D: Super clever section. Would recommend to have a little more room between the enemies as right now you have very little time to react. The falling grínders are still to hard to see and come way too fast.
0F-12: Mostly decent enemy placement. Can at times feel a tad empty though e.g. route with yoshi-coin.
13-15: This is SO MUCH better than last time. No more enemy spam but well thought enemy placements in screen 13. Screens 14 and 15 now give you enough time to react to all the enemies coming at you. Watch out for the golden bowser statue though which can get stuck in the ceiling.
Second half:
00-03: Decent screens not all too special but the enemies keep you busy.
04-06: This section needs quite a bit of work. There's nothing going on other than a thwomp setup we have already seen before.
07-09: Not too bad but definitely not very memorable.
0A: Lovely section with fuzzballs. One off my favourites.
0B: Not sure what the point of the bonus room is. The player is very unlikely to discover it anyway.
0C: Intersting setup but maybe a little too tight. I'd recommend making the gap a little shorter.
0D-0E: Has too much going on and feels random. Also not sure if you're intended to get the yoshi coin that way ;).
0F-10: Decent way to end the level. Lots of enemies but still very fair.

Creativity: 17/30:
I unfortunately have to decrese the score in this category by a few points. The main reason for that is that the second section doesn't introduce any new ideas and just continues from where the first half left of. The first version I played still had Strikeforcer's section in there which presented some interesting ideas but didn't feel to your section at all. The desicion against the collab really gave this level a huge boost in the design score becauase it feels way may coherant now and just a little cut in creativitity. You luckily still present enough interesting setups and ideas.

Aesthetics: 7/10:
While I still don't like all of the decorations you've made, I can still for sure say that you've improved them a lot. The columns and platfoms look very neat and the lamps definitely changed for the better. Only the ones in the ground still look very off... oh and the the two different palettes on the lava but that might just be me.

Total: 61/100
Check out my new hack thread:
If possible could you replay my level? It Doesn't have to be full review as its mostly the same but much improvement over the very first version you played before(and it has new parts too).
Could you play this level here?
Edit: Fixed
Hello, could you also test my Level, would be super kind ;3
Can you give review about my stage?
(I somehow concerned myself about score, but well...)
Only one review for today but I really wanted to finally get this one posted as FerpyMcFrosting has been waiting for way too long already. Sorry it took so long buddy.
Kusrry's level will be next with which I'm close to being done (got a lot to talk about) as well as a quick uptaded review of JP32's level.

076 FerpyMcFrosting:


Design: 49/60
To be honest I'm having a really hard time trying to find something to critisize about the level design. It's a super fun athletic stage "that" flows incredible well, let me explain:
There is a sense of progression throughout the level. We start out with very simple platforming with super short line-guide rides. With time the setups get more and more complex. We get to ride over spikes on timed lifts and jump from platform to flatform with little safe ground. Also the level has little to no waiting time and top notch enemy placement.
Now to the aspects that kept you from getting an even higher design score: The level hasn't got all too many standout moments which might sound very negatvie at first but since the level is of such constant high quality this also means that there aren't any dull moments (no negative standouts as well). I still believe that you could/should have taken a few more risks as you play it very safe design wise but definitely have the to potential to create more complex and crazy setups. I'll give a few examples in the creativity section. Secondly I would have loved a little more non-linearity. Since the level is also quite easy it could help add some more challenge for more experienced plyers by adding alternative routes / bonus sections / yoshi coins.
Let me say this again though: Design wise this so far is one of my absolute favourite levels of this years VLDC. Great job ;).

Creativity: 16/30
Aestheticly the level offers quite a lot of creativity. The platforms and most of the decorations especially the nets are cleverly made and look brilliant. As I stated in the design category the platforming is timed very well and great fun to play. However most of the platforming doesn't offer all too many unusaul or truly unique setup for an aethletic level. That's not to say there aren't exceptions though. The section where you have to run off the platform to fall into to hole on your left or the very last section where you have to catch line-guided platform from your (perfectly-) timed lift are some that really stuck with me. Would love to see more of these kinds of setups.

Aesthetics: 9/10
This level is gorgeous. The palettes and decorations are all super well done. The colorful and cheerful background harmonizes wonderfully with the rest of the graphics. I like the theme of the level as weel and the music choise is very fitting as well. Only complaint I have is the fireflower palette which seems a little off.

Total: 74/100
Check out my new hack thread:
I would much appreciate it if you gave my level one final test. I removed a few sprites and changed the gimmick slightly to give it a, hopefully, better feel!
                                                                                                                  
                              
do me uwu
Check out my hack:
gamer
woag.....

(previously superdragonyoshi1. sup yall.)
King Of The Mountain
100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

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