Welp, it's finally here! Took a while again...
I wanted to post 3 reviews this time, as 2 of them are re-reviews, but i ended up taking a while with it because i had to re-re-review one of them xD
But here they are!
Yep, it's right here!
Ok guys! You 2 are next! I don't know if i'll have the time to post it before the deadline is up though (and even if i do, i don't think there will be time to make any further updates in the levels =P)
I'll be coming to these after i finish the previous 2! (again, pretty sure this isn't gonna happen before the deadline, but if you're just looking for feedback, i'm here!)
---------------------------------------------------------------------
Now, for the reviews!
General Trotyl by Galaer
Design: 34/60
Well, this level is very interesting!
It has a pretty unique kind of gameplay, and it’s designed quite well around it!
It’s hard to define a flow to it, as it’s heavily based on doing the setups correctly, but it does flow pretty well when you play everything correctly!
I like the difficulty curve in this one! It starts pretty easy with simple setups, and then gets more and more complex as we go on! The intro room also does a good job with teaching the gimmick! I like how it reuses the level entrance!
The execution of the gimmick was nicely done! I like the way you use bouncing on enemies to keep the momentum going! Also like how you made it so we don’t die if we fail the setup, as there’s safe ground and every setup has reset pipes!
Also, it’s nice how you use different coin guides for holding and releasing jump! And the letter guides are good as well.
The only thing i don’t think i understand are the blue exclamation marks… I played through the level multiple times and still don’t know what those are indicating.
Also, i love the way you hide Yoshi Coins! Each of them is in a cleverly hidden spot, and is reachable by a pretty cool variation on the intended setup of the level!
There are however a few issues:
- The execution can be pretty janky! That’s not exactly your fault, as it’s in this gimmick’s nature. Basically, we have to hold the button for the exact amount of time, otherwise we miss the target. This usually isn’t a big deal, but the problem is when we’re a bit lower than intended, we run directly into an enemy, which usually means death! (Except when we have the Mushroom from the Midway Gate)
I’d say you could have provided a Mushroom in each room, so we can collect it when we reset the room. This way, running into something wouldn’t be instant death!
You could also have used Note Blocks to bounce in some setups, so if we’re too low we’d just hit the block and fall, instead of getting hit!
- The second setup with spikes feels particularly punishing, and it’s so tight that we’re forced to take a hit when Big!
- This ledge is too close to the Piranhas, so we always hit it, killing our momentum. We can still go into it by holding forward, but the intended setup doesn’t work…
- The vertical screen scroll is pretty weird, sometimes the screen stays in a fixed position when we’re launched, and other times it follows Mario’s height.
Overall, this level is a really interesting level, and works in a very unique way in regards to gameplay!
Creativity: 26/30
This level has a really clever gimmick! It’s not only a unique idea, but it makes for a unique type of gameplay as well! Having to keep our launching momentum is a very interesting way to play a Mario level!
This level has a lot of really clever setups! Most of them are very unique and memorable! My favorites are the intro room, which reuses the level entrance, the Midway room, which uses Note Blocks to bounce us back, and the ones that use spin jump, especially when there are Piranhas and Koopas combined!
Aesthetics: 6/10
This level has some pretty cool aesthetics!
I like the way the FG was made, with the castle blocks and the little lava bits here and there!
The palettes are also pretty good! I like the use of the ‘fiery’ palettes in the level!
The BG looks pretty good as well, it’s pretty simple, but it’s good! The only thing i don’t like is the red color used in the castle blocks in the BG, it stands out way too much, and should be made darker and less saturated!
The song is really cool! It really fits the fast paced nature of the level!
I didn’t find any noticeable aesthetic issues. The only thing i’d say looks weird is the random red water used a bit before the Midway room.
Total: 66/100
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Oh That’s Hot by Mad Lad
Design: 53/60
Oh my… This is absolutely incredible! The execution and design are superb!
I can see this level has improved quite a lot! And i’m glad my feedback was helpful to you!
This level is just incredibly fun! The flow is awesome and it’s really engaging!
It’s actually flowing even better than last time! It manages to keep the action going in the same pace as the Skull Platform quite naturally! Even with the use of Skull Platforms, there isn’t any place that feels like a waiting game!
The gimmick was brilliantly executed! Every single setup feels incredibly interesting! The Skull Platforms were used in extremely clever ways! I especially love how you use them from the second section onwards! You really managed to use the gimmick to its full potential!
And the addition of a third section contributed even more to this! That section has a lot of really unique setups! I love how not only you used some of the ideas i suggested, but you went even further! You really made a great use of setups and ideas that were previously underused! And i have to mention the extremely clever use of tile 1F0 in the end!
And you even added one more gimmick to the mix, which was integrated really well into the level! You really managed to find a good use for this new gimmick, making a great addition to the ideas already shown in the level!
Also, the use of sprites is awesome! It really contributes to the fast paced nature of the level! You show even more clever setups with this update! I really like the way you used Timed Lifts in the third section! As well as the return of the Spring setup and the really clever use of Winged Blocks! Of course, the Swoopers and Bowser Flames also appear here, being as nice as always!
The difficulty curve is just as good as last time! The difficulty does pick up a bit in the third section, but that’s exactly what’s expected from an advanced section!
Also, love the clever ways you found to fix the issues i mentioned in my previous review! The use of a Climbing Net to naturally slow Mario down in the first section and the use of tile 1F0 to make the last jump of the second section easier were really clever!
I still managed to find a few things that could be improved:
- This jump is pretty tight with the Swoopers! It’s quite hard to make that gap as Big Mario!
But the biggest problem isn’t even making the gap. The problem is, if we bounce on top of a Swooper, like i did in the screenshot, we don’t have enough time to get back to the Timed Lift!
- Not exactly an issue, but i think you could have used two Falling Platforms here instead of one, as the Skull Platform takes a bit to fall.
Well, you did it you Mad man! You’ve created a masterpiece!
This level is incredible! It’s an absolute blast to play!
Creativity: 30/30
Well, once again, you’ve impressed me! The execution of the gimmicks is superb! Everything you introduced in this level has been used to its full potential!
You even created an entire new section with an entirely new gimmick, and still managed to integrate that gimmick really well to the level!
There are so many clever setups in this level that i don’t even know where to start! The ones i mentioned in my previous review are still as creative as before! As for this version, my favorites have to be the setups using tile 1F0! That last one is brilliant! Also really love the use of Timed Lifts in the third section! As well as the use of the Climbing Net and the Winged Blocks! And of course, can’t forget about the little Skull Platform with a single skull!
Well, you have exceeded my expectations! With an entirely new gimmick and so many clever setups, you have just earned this score!
Aesthetics: 7/10
Well, not much has changed aesthetically.
The use of graphics is still great! Palettes are as beautiful as before! And the song choice is still as perfect as it could be!
As for aesthetic issues, there are just some minor ones, such as vine cutoff and some tile 1F0 cutoff. Also, the Skull blocks look a bit weird since they have no end, but i don’t think there’s much you can do about it due to the contest’s rules.
Total: 90/100 (Favorited!)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
King of the Mountain by MarkVD100
Design: 27/60
Well, i see this level has some solid improvements! Thanks for listening to my feedback!
The level is overall a lot more enjoyable now, and the execution seems to have improved a lot in some sections!
There are still some issues that i could mention, and things that could be improved.
The level pretty much maintained the things i liked, there are still some pretty cool ideas, and it has some nice platforming in some parts, with a great use of the terrain!
Again, i’ll be going through each section separately:
The level can still feel pretty long, though i guess with the secret passage we can complete it faster…
Overall, it has improved a lot! Good job on that!
Creativity: 15/30
Not much has changed here. The ideas and gimmicks are still the same.
However, the execution is in fact a lot better now! You came up with some quite interesting segments, and the sections fit a bit better now! Also, the Layer 2 segment certainly had more thought into it!
Aesthetics: 5/10
Not much has changed aesthetically as well.
The graphics are still the same. The ones used in the outside area are still cool, while the ones used in the cave areas still look a bit weird. The last area looks pretty good as well, one thing i liked in the last area is how you make the platform formations, like this.
The enemy reskins are mostly the same, though we now have the addition of the Pokey-Thwimps. Personally, i’m kinda neutral about them, nothing to complain about. The Puntin’ Chucks’ Footballs have a better palette, but still look quite weird graphically.
The songs are still the same, and still pretty cool!
As for aesthetic issues, there seems to be some more cutoffs in the level now, especially in the last area.
Total: 47/100
My Youtube Channel
I wanted to post 3 reviews this time, as 2 of them are re-reviews, but i ended up taking a while with it because i had to re-re-review one of them xD
But here they are!
Originally posted by MarkVD100
Will it be before the deadline?
Yep, it's right here!
Originally posted by IronFoxGaming
Would you want to try my entry Industrial Desert? I'd like to see what you think of it.
just so you know i wont have time to fix it before the deadline so ehhh
just so you know i wont have time to fix it before the deadline so ehhh
Originally posted by Dan Drigues
Can you give my level a try?
I really dont know what score i should be expecting.
I really dont know what score i should be expecting.
Ok guys! You 2 are next! I don't know if i'll have the time to post it before the deadline is up though (and even if i do, i don't think there will be time to make any further updates in the levels =P)
Originally posted by Emerald Shell
Can you please play my... existing level? I'm proud of aesthetics, but they're not everything. Level design and creativity can get me a lot more points than that. I made sure to come up with an unusual idea and I settled on a theme that's not common (sky), athletics with chainsaws and platforms, and bubbles. And I'm still wondering if it has too much variety of gimmicks at once. Working on something like this wasn't really easy and I can't tell if all this work paid off or not.
Originally posted by Minuy600
All I wanna know is that if this won't finish extremely lowly.
I'll be coming to these after i finish the previous 2! (again, pretty sure this isn't gonna happen before the deadline, but if you're just looking for feedback, i'm here!)
---------------------------------------------------------------------
Now, for the reviews!
General Trotyl by Galaer
Design: 34/60
Well, this level is very interesting!
It has a pretty unique kind of gameplay, and it’s designed quite well around it!
It’s hard to define a flow to it, as it’s heavily based on doing the setups correctly, but it does flow pretty well when you play everything correctly!
I like the difficulty curve in this one! It starts pretty easy with simple setups, and then gets more and more complex as we go on! The intro room also does a good job with teaching the gimmick! I like how it reuses the level entrance!
The execution of the gimmick was nicely done! I like the way you use bouncing on enemies to keep the momentum going! Also like how you made it so we don’t die if we fail the setup, as there’s safe ground and every setup has reset pipes!
Also, it’s nice how you use different coin guides for holding and releasing jump! And the letter guides are good as well.
The only thing i don’t think i understand are the blue exclamation marks… I played through the level multiple times and still don’t know what those are indicating.
Also, i love the way you hide Yoshi Coins! Each of them is in a cleverly hidden spot, and is reachable by a pretty cool variation on the intended setup of the level!
There are however a few issues:
- The execution can be pretty janky! That’s not exactly your fault, as it’s in this gimmick’s nature. Basically, we have to hold the button for the exact amount of time, otherwise we miss the target. This usually isn’t a big deal, but the problem is when we’re a bit lower than intended, we run directly into an enemy, which usually means death! (Except when we have the Mushroom from the Midway Gate)
I’d say you could have provided a Mushroom in each room, so we can collect it when we reset the room. This way, running into something wouldn’t be instant death!
You could also have used Note Blocks to bounce in some setups, so if we’re too low we’d just hit the block and fall, instead of getting hit!
- The second setup with spikes feels particularly punishing, and it’s so tight that we’re forced to take a hit when Big!
- This ledge is too close to the Piranhas, so we always hit it, killing our momentum. We can still go into it by holding forward, but the intended setup doesn’t work…
- The vertical screen scroll is pretty weird, sometimes the screen stays in a fixed position when we’re launched, and other times it follows Mario’s height.
Overall, this level is a really interesting level, and works in a very unique way in regards to gameplay!
Creativity: 26/30
This level has a really clever gimmick! It’s not only a unique idea, but it makes for a unique type of gameplay as well! Having to keep our launching momentum is a very interesting way to play a Mario level!
This level has a lot of really clever setups! Most of them are very unique and memorable! My favorites are the intro room, which reuses the level entrance, the Midway room, which uses Note Blocks to bounce us back, and the ones that use spin jump, especially when there are Piranhas and Koopas combined!
Aesthetics: 6/10
This level has some pretty cool aesthetics!
I like the way the FG was made, with the castle blocks and the little lava bits here and there!
The palettes are also pretty good! I like the use of the ‘fiery’ palettes in the level!
The BG looks pretty good as well, it’s pretty simple, but it’s good! The only thing i don’t like is the red color used in the castle blocks in the BG, it stands out way too much, and should be made darker and less saturated!
The song is really cool! It really fits the fast paced nature of the level!
I didn’t find any noticeable aesthetic issues. The only thing i’d say looks weird is the random red water used a bit before the Midway room.
Total: 66/100
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Oh That’s Hot by Mad Lad
Design: 53/60
Oh my… This is absolutely incredible! The execution and design are superb!
I can see this level has improved quite a lot! And i’m glad my feedback was helpful to you!
This level is just incredibly fun! The flow is awesome and it’s really engaging!
It’s actually flowing even better than last time! It manages to keep the action going in the same pace as the Skull Platform quite naturally! Even with the use of Skull Platforms, there isn’t any place that feels like a waiting game!
The gimmick was brilliantly executed! Every single setup feels incredibly interesting! The Skull Platforms were used in extremely clever ways! I especially love how you use them from the second section onwards! You really managed to use the gimmick to its full potential!
And the addition of a third section contributed even more to this! That section has a lot of really unique setups! I love how not only you used some of the ideas i suggested, but you went even further! You really made a great use of setups and ideas that were previously underused! And i have to mention the extremely clever use of tile 1F0 in the end!
And you even added one more gimmick to the mix, which was integrated really well into the level! You really managed to find a good use for this new gimmick, making a great addition to the ideas already shown in the level!
Also, the use of sprites is awesome! It really contributes to the fast paced nature of the level! You show even more clever setups with this update! I really like the way you used Timed Lifts in the third section! As well as the return of the Spring setup and the really clever use of Winged Blocks! Of course, the Swoopers and Bowser Flames also appear here, being as nice as always!
The difficulty curve is just as good as last time! The difficulty does pick up a bit in the third section, but that’s exactly what’s expected from an advanced section!
Also, love the clever ways you found to fix the issues i mentioned in my previous review! The use of a Climbing Net to naturally slow Mario down in the first section and the use of tile 1F0 to make the last jump of the second section easier were really clever!
I still managed to find a few things that could be improved:
- This jump is pretty tight with the Swoopers! It’s quite hard to make that gap as Big Mario!
But the biggest problem isn’t even making the gap. The problem is, if we bounce on top of a Swooper, like i did in the screenshot, we don’t have enough time to get back to the Timed Lift!
- Not exactly an issue, but i think you could have used two Falling Platforms here instead of one, as the Skull Platform takes a bit to fall.
Well, you did it you Mad man! You’ve created a masterpiece!
This level is incredible! It’s an absolute blast to play!
Creativity: 30/30
Well, once again, you’ve impressed me! The execution of the gimmicks is superb! Everything you introduced in this level has been used to its full potential!
You even created an entire new section with an entirely new gimmick, and still managed to integrate that gimmick really well to the level!
There are so many clever setups in this level that i don’t even know where to start! The ones i mentioned in my previous review are still as creative as before! As for this version, my favorites have to be the setups using tile 1F0! That last one is brilliant! Also really love the use of Timed Lifts in the third section! As well as the use of the Climbing Net and the Winged Blocks! And of course, can’t forget about the little Skull Platform with a single skull!
Well, you have exceeded my expectations! With an entirely new gimmick and so many clever setups, you have just earned this score!
Aesthetics: 7/10
Well, not much has changed aesthetically.
The use of graphics is still great! Palettes are as beautiful as before! And the song choice is still as perfect as it could be!
As for aesthetic issues, there are just some minor ones, such as vine cutoff and some tile 1F0 cutoff. Also, the Skull blocks look a bit weird since they have no end, but i don’t think there’s much you can do about it due to the contest’s rules.
Total: 90/100 (Favorited!)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
King of the Mountain by MarkVD100
Design: 27/60
Well, i see this level has some solid improvements! Thanks for listening to my feedback!
The level is overall a lot more enjoyable now, and the execution seems to have improved a lot in some sections!
There are still some issues that i could mention, and things that could be improved.
The level pretty much maintained the things i liked, there are still some pretty cool ideas, and it has some nice platforming in some parts, with a great use of the terrain!
Again, i’ll be going through each section separately:
The level can still feel pretty long, though i guess with the secret passage we can complete it faster…
Overall, it has improved a lot! Good job on that!
Creativity: 15/30
Not much has changed here. The ideas and gimmicks are still the same.
However, the execution is in fact a lot better now! You came up with some quite interesting segments, and the sections fit a bit better now! Also, the Layer 2 segment certainly had more thought into it!
Aesthetics: 5/10
Not much has changed aesthetically as well.
The graphics are still the same. The ones used in the outside area are still cool, while the ones used in the cave areas still look a bit weird. The last area looks pretty good as well, one thing i liked in the last area is how you make the platform formations, like this.
The enemy reskins are mostly the same, though we now have the addition of the Pokey-Thwimps. Personally, i’m kinda neutral about them, nothing to complain about. The Puntin’ Chucks’ Footballs have a better palette, but still look quite weird graphically.
The songs are still the same, and still pretty cool!
As for aesthetic issues, there seems to be some more cutoffs in the level now, especially in the last area.
Total: 47/100
My Youtube Channel