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Posts by JupiHornet

JupiHornet's Profile → Posts

Took me long enough to find this thread...
Anyway, hi. I'm JupiHornet, former mod of SMBX.org and one of the judges of MaGMML 2, as well as a dev for MaGMML: Episode Zero and MaGMML 3. I also do walkthroughs of a lot of Mega Man romhacks on my YouTube channel.

For a long time I've been wanting to make some kind of ambitious project of my own, and I think an SMW hack is the most reasonable one for me. SMBX takes FOREVER for me to make levels with and I don't really know enough about coding to make something with the Megamix Engine or a Mega Man romhack, so those aren't happening. Lunar Magic is easy to use and I like how SMWC has so many readily available tutorials and resources, so hopefully I can start to get good with it, and maybe a few years down the line I can release my own hack! I also plan to start participating in VLDCs and the like. Nice to meet you all.
Check out my WIP romhack!
I know at least some of you know who I am, but since most of you don't...well, I'm JupiHornet and I was a judge for Make a Good Mega Man Level 2, a Mega Man contest hosted by snoruntpyro. I've also judged Mario contests before (a few unofficial contests I hosted on SMBX.org when I was like 15, as well as one official contest called GEx...we don't talk about that second one). In addition to all of that, I play a lot of romhacks on my YouTube channel (mostly Mega Man ones but I'm currently playing ASMT) with text commentary and criticism. With all of that said, I thought it'd be fun to give feedback on all of your levels.

I was originally going to rate the levels out of 10, but I'd probably wind up having a lot of .5 scores so I changed it to out of 20. Also, since people always seem to play these in alphabetical order, I decided to be a Brain Genius and play them all backwards so the people at the bottom of the alphabet can get their reviews first for a change.

These reviews won't be long because I don't have time to write paragraphs about over 130 levels. The scores will also be fairly arbitrary since I'm only going to play each level once without looking at it super in-depth. Essentially, these reviews will mostly be based on my first impressions of your level. I don't know how long it'll take me to finish these, we'll see how it goes. Also, if I skipped your level that's because it's a puzzle level that I'll look into later.

(By the way, I'm pretty new to the SMW hacking scene and don't know all that much about SMW design yet, so feel free to take these with a grain of salt : P)

UPDATE 12/26: Since the contest results are out, I figured I'd compare my scores to those of the judges. You can find the comparisons and their stats here.

UPDATE 10/9: Dang, a little over a month later and I'm done with this thread (including reviews for yogui and wolfnasty's levels that I skipped earlier). This was fun to make, although I might change up the format a bit for VLDC13 (whenever that happens). I also figured I'd rank my Top 5 favorite levels in this contest (not necessarily the highest scoring ones):

- TOP 5 -
5. Quantix
4. MM102
3. PokerFace
2. SomeGuy712x
1. FrozenQuills

- HONORABLE MENTIONS -
yoshi9429
WhiteYoshiEgg
Rye_
Maruhai
Lazy
Hat Kid
E-man38 and bebn legg
Agent Q


- REVIEWS -
Z-T: Look in this post lol
S-P
O-N
M-L
K-G
F-D
C-A

- ZMann -
This level looks really nice, but the music gets interrupted by almost every sound effect (even jumping and getting coins) and that got annoying quickly. Design was okay, I didn't like it much at first but the level became more fun as I got used to how the enemies interacted with the floating water. Layer 2 setups towards the end felt very skippable, but I'd take that over having to wait around a bunch.
13/20

- Yoshiatom -
I actually playtested this level, but it seems to have changed a bit since then. This is cool, I like the mechanical forest vibe going on here. The usage of Layer 2 in the second half of the level is really unique (although that one setup with all the fences is REALLY tough compared to everything else), but I thought the Reznor fight was a bit boring. The time limit is also kinda tight, but I assume that was intentional based on the level's name and theming.
15/20

- yoshi9429 -
First of all, I LOVE how this level looks. The palettes here are great. I really enjoyed the level design too, the puzzles are clever but also fair and easy to figure out (also, thanks for putting a reset door in the boss room because I accidentally destroyed two of the shells...). My one big complaint is that there are spikes in the last room that can hit you unfairly if you don't know they're there, which many first time players won't. Overall though, nice job.
17/20

- yogui -
Could not for the life of me figure out how to solve this one :V
??/20

- xyz600sp -
Well...for one thing, I don't think you need to have a message box telling people that they can press Up to go in doors. Not only that, but I didn't see a single door (or fence) in the entire level...either way, I didn't like this level very much. It looks nice, but I found it boring and repetitive to play and it didn't do anything interesting with the sewer theme. I forgot most of what I played right after beating it.
8/20

- Worl -
Didn't like this one. The palette is bad (it looks less like autumn and more like...depressing brown), and the design goes from relatively easy platforming to random puzzles with almost no room for error. The difficulty just goes all over the place.
4/20

- wolfnasty -
I finally figured out how to beat this, and it's...not great. The level goes on for WAAAY too long (it really should've ended around where the checkpoint is), and the puzzles in the second half of the level can get very stupid (the one with the red Yoshi in the thin hallway is particularly bad). Some of the rooms were fine, but surely there are better ways to make a puzzle than literally just "go inside this random wall". The last few rooms felt really pointless too, by that point I was just thinking "yeah yeah I get it, can this level just be over already?". This level does have potential, but I think it went overboard.
10/20

- WhiteYoshiEgg -
Aesthetically, this level is incredible. I thought you did a great job of reusing sprites (especially the urchin Ball n' Chains), and the whole thing just looks very polished. Design-wise, I was kinda bored in the first half of the level, but things really picked up by the second half. I do think the enemy use was a bit repetitive, but otherwise I really liked this level.
18/20

- TruffledToad -
"Bill n Ted". I get it. Ha ha ha.
Anyway, this level was okay. It was really chaotic and messy, but I like the overall style. I do think the difficulty shot up kinda unexpectedly towards the end, though...some of those jumps between those grassy platform things were unforgiving.
11/20

- TriplePat -
This level kinda disappointed me, because it looks REALLY cool but the design was forgettable. I thought your usage of Chargin' Chucks was interesting, but then the level just kind of...ended. Definitely left me with a feeling of "wait, that's it?!". Also, that joke about social distancing was genuinely groanworthy.
12/20

- Torchkas -
Not a good level. About 90% of it consists of doing the same "bounce off of Chargin' Chuck in between Munchers onto Dolphins over lava" setup over and over again, and your punishment for messing it up is death. It's a really annoying and repetitive level and I did not enjoy playing it.
2/20

- toad64 -
This level was...weird. I thought the spikes on the edges of the platforms were kind of unnecessary, and the graphics in general seemed kind of unclear; I thought those black platforms were background objects more than once. Some of the setups were clever, but they were kinda ruined by near blind drops (especially the one near the end where you have to keep the brown platform and the barrel onscreen). I thought the last section was unneeded, the level probably could've ended right before it. Overall, though, this one was okay.
12/20

- TickTockClock -
I really like this level. Great concept and aesthetics, and I especially appreciated how you used the cape at the end. Only major complaint is that it's sometimes hard to tell where you're supposed to go, but I suppose that actually enhances the wandering, dreamlike feel the level is going for in a way. Still, it can be a bit confusing.
16/20

- TheOtherGuy25 -
I was liking this level at first...a lot of the setups in it actually remind me of my own level. That said, this level's a bit too short and there's one REALLY tight jump over spikes right after the checkpoint; the jump is made even harder by the fact that the camera doesn't scroll up, so you can't actually see Mario.
8/20
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Originally posted by wolfnasty
Thanks for explaining why you skipped reviewing some levels until later. I thought it may have been because my level was just to bad to review until I read your post fully. Wait let me not speak to early since it may have still been horribly bad lol.

If it makes you feel any better, your level had some really cool graphics. I just have to figure out how to actually beat it (or perhaps watch a video of it).
Check out my WIP romhack!
- Synergic -
I'm honestly convinced this level was made as obnoxious as possible on purpose. The Lakitu in the first section was bad enough, but I think there's no possible way you can make a P-Balloon section with even more Baseball Chuck spam than Tubular with autoscroll and not realize how unfun it is. The Magikoopa and blocks in the last section felt pointless too, and if you die there you have to do the P-Balloon section again.
1/20

- SuperMarisa1999 -
This level had some neat ideas, but some of the puzzles were a bit overly precise; I think the worst instance would be that one jump near the beginning, as well as the part with the two saws on top of each other. I also kinda wish the cave section didn't just have a black background (that one background with the rocks would've been nice), but that's more of a nitpick than anything. Overall, though, the design was pretty clever (especially that snake block section).
13/20

- Stivi -
Didn't like this level very much. The portals felt very janky and almost every death I had involving them felt like it wasn't my fault. I honestly think the level would've been slightly better without them...the Big Boo fight was pretty annoying too, it goes out of your range way too much.
9/20

- Sping bot -
What's here is good, but this level is way too short.
9/20

- SomeGuy712x -
This is my favorite kind of puzzle level; makes you think, but doesn't take literal hours to figure out. Once you figure out the gist of the gimmicks, it becomes really easy but also satisfying to beat. The music is also great for a level like this, very background-y and not repetitive. The flying Snake Blocks were amusing. My one complaint is the Mario-only blocks, they look way too much like background objects and that threw me off more than once. There was probably a better graphic you could've used.
18/20

- Sockbat Replica -
That is NOT the shade of green I was expecting, but I actually really like how it looks. Interesting choice...anyway, I like some of the setups in this level, but I really wish it was longer. As it stands, it's too short and ends before it starts. Also, some of the Dragon Coins are so easy to get that I actually got some without even trying.
8/20

- snoruntpyro -
I playtested this level and it took me several hours over multiple days to beat. I don't feel like going through that again so have an 8/10
16/20

- SLBros. -
This level was pretty good, I thought the line ride sections were fun. I do think the saws near that hexagon-shaped line section were a bit questionable, and the checkpoint is also too early (I would've put it right before the underground section). The top-solid rock platforms also looked kinda like background objects to me. Fun level overall, though.
14/20

- singlepat -
This level has some cool ideas for sure, but...I feel like the time limits that were introduced later on made things unnecessarily punishing, especially getting to the last door before the boss. I think having even 5 more seconds between portals would've made that last section SO much better. Thankfully, you at least used a lot of 1-up checkpoints to make things a bit more fair. Overall, neat level but the design could've been tweaked a bit.
15/20

- savagecabbage -
I mean...this really doesn't seem like a serious entry, but the puzzle is actually kinda clever. Nice job : P
4/20

- Sariel and Wakana -
Unfortunately I've already seen a lot of the "controversy" surrounding this level, but I'm also not super familiar with past VLDCs, so I really have no clue how to score this one. I will say that I don't think the "defense" of the level after the main entry helped your case much. As it stands, the level's good. Fun to play with interesting gimmicks. I do wish your spin jump was just disabled in the last section instead of killing you instantly, though...it's really easy to do it on instinct.
??/20

- Sancles -
I liked this level a lot, even though some parts seemed a bit punishing (especially that spin jump between two Thwomps near the end). One thing I noticed, though, was a huge lack of tiling around the middle of the level. Not sure if that was intentional or not but it didn't look good. Design-wise, this level was really good.
16/20

- Samuel Zuccati -
This level has some interesting ideas, but the margin for error is so small that it starts to feel like trial & error. It just stops being fun after a while. Your punishment for messing up is almost always death. Also, that last room was just unnecessary, I mean come on...
8/20

- Sakurai on SMWC -
One of the weirder puzzle levels I've seen...I just wish it told you that you need all the Dragon Coins BEFORE the last section. It's not as bad as it could be because the level's really short, but still.
6/20

- Saibot1997 -
This level has some problems...for one thing, I thought some of the aesthetics were unclear and there were trees that looked solid when they weren't. I didn't like the graphics much in general, particularly in that underground section (which I thought was unnecessary). There were also a lot of annoyingly precise jumps towards the end of the ice section, especially the last one in between the two munchers. This level has potential, but it needs work.
8/20

- S.N.N. and idol -
Pretty good puzzle level! I like how each puzzle gave you multiple blocks to use, definitely made everything feel a lot more fair. Two main complaints: 1) wasn't a fan of the P-Balloon section, it felt a bit overly precise and 2) I felt like the sideways springboards didn't always work properly. Also, for a while I could NOT tell that I was meant to climb up those "flagpoles" at the end...that's more of a nitpick though because eventually I realized that there was nowhere else I could go. Overall this was a very good level, and it also has great graphics!
17/20

- Rye_ -
This is one of my favorite levels in the entire contest aesthetically (so far, anyway). You did a pretty great job of making a train with the vanilla tiles; gameplay is also pretty good for the main level, but I thought the "boss" was kind of annoying. I got blindsided by the Bob-Ombs many times.
15/20

- Romano338 -
I wanted to like this level a lot more than I ultimately did, but a lot of these jumps are far too precise; the worst offenders would be those two Grinders near the end and the jumps over the Grinders in the Big Boo fight. The difficulty in this level felt inconsistent; a lot of parts would play like a typical SMW castle level and then the level would throw some insanely hard jump at you.
9/20

- Rhodonacht -
I don't think this level was playtested...at least not by anyone other than yourself. I say that because not only does it go on for WAAAY too long, but I actually ran out of time! 600 seconds is clearly not enough, you'd have been better off just setting the timer at 0. I was going at what seemed like a reasonable speed, but I ran out of time at around the 75-80% mark. A lot of the puzzles are also quite strict in their timing and give you very little room for error, so people will be retrying them a lot, eating up even more time. You could probably beat this level in the allotted time if you already know how to do everything, but there's no way newer players like me will be able to do it in time. I honestly think the entire level should've been just the second half too, I found it much more enjoyable than the first half (and 600 seconds is more than enough for that part alone).
10/20

- Raymondsze -
This one was okay until right around when the first Mega Mole showed up; from there, it became a mess, and it was hard to tell what was actually expected of me. Was I supposed to know to jump over the Mega Mole, or was I supposed to do something else? Was I supposed to tank a hit on the Munchers after it? Strange.
7/20

- RanAS -
I'm surprised a level actually used this gimmick...unfortunately, this one isn't great. It didn't do anything interesting and feels extremely slow and boring.
6/20

- Ralshi02 -
This level was...fine, I guess, but there was no real sense of progression in it. It felt like I just kinda went in and out of pipes until it ended. Some changes in graphics probably would've helped.
7/20

- Quantix -
Really creative level here! I thought the idea of walls you can only pass through while not running was very well-done, and the whole thing made a pretty great gimmick out of wall running. The level looks awesome, too! I will say, though, I thought some of the spikes near the end felt a bit unnecessary. The very last section was also pretty annoying...really nice level overall, though.
18/20

- qantuum -
I'm hesitant to bring this up because it's arguably the whole joke of the level, but...I found this level to be kinda ugly, especially the flashing tiles in the first main section. The gameplay's pretty good, although I thought the part where you have to grab the P-Switch from the swinging platform was a bit punishing for how easy it is to mess up. A reset door might've been good to have there. Otherwise, this level was fine. I especially liked how it looped around in the blue/silver P-Switch puzzle.
16/20

- PokerFace -
No complaints about this one. Won't be surprised if this level wins.
20/20
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Originally posted by Samuel Zuccati
Originally posted by JupiHornet
I do wish your spin jump was just disabled in the last section instead of killing you instantly, though...


You cannot do it in vanilla, you would either have to patch it or use a UberASM code that forces a ghost A input.

Ah, I didn't know that. Whoops.
Check out my WIP romhack!
- owenxm_ -
I didn't think this level's gimmick was particularly well-executed...the whole falling platform thing doesn't work that well when the platforms don't even put you in any danger half the time. There were also some topsolids that REALLY looked like background objects, as well as bizarre design decisions that indicate this level being rushed (such as the last three Dragon Coins being free). Oh yeah, and I don't know if this was an issue with my emulator (I use BizHawk), but the music messed up HORRIBLY. I've heard this song in other hacks and it was fine, so I don't know what happened in this one.
8/20

- OrangeBronzeDaisy -
Design-wise, this level was honestly kinda boring and not very memorable. Even though there were three sections that all looked different, it didn't feel like there was any real change or increase in difficulty. That said, the level looks REALLY nice, especially the second and third sections.
10/20

- OEO6 -
This level was okay, I guess. The main gimmicks needed a lot of work, though...my biggest problem was that there was no tell for when the archer enemies would fire; sure, there's a rhythm to it, but that's sometimes easy to lose track of when you're focusing on dodging other stuff (and also because the arrows are so small and can sometimes blend in with the night background). The autoscroll section was very poorly thought out; you can dodge literally everything by ducking in the left corner and occasionally jumping. The P-Switch room was a little bit better, but ultimately not that much more engaging. Like I said, the gimmicks needed more work.
9/20

- Odyssey K -
Not a very memorable level. I think there was a bit of an overreliance on Chargin' Chucks here, and the underground tiles' borders didn't really mesh with everything else aesthetically. The underground section also felt too short and like a bit of an afterthought.
7/20

- NopeContest -
This level's concept is definitely a neat idea, but I'm not sure how much I like the actual design...a lot of it felt REALLY punishing, especially in that nighttime section (without the Red Switch, at least). A bit more room for error would've been nice, I think.
9/20

- NeutronCat -
I didn't like this level much at first, but it definitely got better as it went along. The second half had some really clever puzzles, and your usage of Chargin' Chucks in particular was really unique. That said, the two Goomba setup near the beginning felt a bit unfair, and I wish more was done with the screen wrapping gimmick at the end of the level.
13/20

- N450 -
This level was alright, if a bit unremarkable. My one main concern is that vertical section, because there were some spots that didn't seem to take into account how SMW's vertical scrolling works; it was easy to get blindsided by something right above you. Also, the hidden blocks towards the end were kinda dumb (that part would be far better if there was only one block on the top instead of two).
10/20
Check out my WIP romhack!
- msi810 -
I don't know if I just didn't understand the gimmick, but this whole level felt super messy and whether I could actually dodge things or not felt luck-based half the time. The message boxes at the beginning didn't help much, either.
10/20

- Mr. Pixelator -
This level has some really nice graphics and AMAZING music, but the actual design is ehhhhh...it could've been better. That one room with all the sawblades goes on for WAAAY too long, and I thought there was a bit of an overrealiance on spikes in general; some of those jumps are already tough without having to deal with spikes and sawblades. Still, I liked the puzzle at the end and the level was pretty solid overall.
13/20

- Mr. MS -
Really fun level with a lot of unique setups; I enjoyed this one a lot. I think the level's ending was VERY abrupt, though...a normal exit would've worked much better.
17/20

- Morsel -
??????????????????????????
4/20

- MORC -
This level has a lot of potential, but it's way too short! I get the impression that it was just thrown together before the deadline...it's a shame too, because I was actually liking this one a lot.
8/20

- Mogu94 -
This level was okay, but I found it to be a bit too easy. The stars at the beginning posed no real threat, and a lot of the level just felt empty and devoid of challenge.
7/20

- MM102 -
Definitely a really neat concept for a level, but I REALLY wish there were reset doors. Having to die every time you mess up a puzzle is kind of obnoxious...I understand that there are limitations to deal with, though. Overall, the puzzles were clever and I enjoyed this level a lot.
19/20

- MirrorReflect -
Very rompy and ultimately forgettable level, but there's nothing particularly bad about it. It's decent.
10/20

- MiracleWater and GbreezeSunset -
This level has some really awesome ideas; I especially really liked the first section where you couldn't jump at all, and I kinda wish more was done with that gimmick. On the other hand, the section where you just have to kill Chucks was not fun at all. The wall running section was a bit better, but still not my favorite. I'd honestly like to see an entire level built around the first gimmick, though...it was a really cool idea! Also, the gag at the end of this level genuinely caught me off guard.
15/20

- MilkyMooer -
This level's "story" is hilarious and my favorite in the entire contest so far. It's one of the dumbest things ever and I love it. The actual level was...not that great, though. I think a reset door would've been nice in that vertical room with the platform, and that one Muncher on top of the expanding blocks was a bit mean. Aside from those two complaints, the level was just not very memorable in general. Again, though, I LOVED the story.
11/20

- MegaSonic1999 -
Not a great level, mostly due to there being A LOT of blind jumps. I assume you were meant to use the cape's slower falling to hop across the flying Koopas, but it winds up being easier to just fly over the level.
6/20

- MegaMarioMan9 -
This level has some unique setups (especially with the Blaargs), but it really felt like it dragged on after a while. Aside from the nice music and the blue Sparky enemies, there wasn't much of note to be found here.
9/20

- MechaNinji -
I wanted to like this level a lot more than I ultimately did, but it goes on for WAAAAY too long. Not only that, but there's a serious drought of powerups; one mushroom at the beginning of the level and one mushroom in the middle of the level are simply not enough for a level as long and difficult as this. It's a shame too, because this level has some good ideas! I thought your usage of floating water was really clever and I liked some of the setups. The level also has great aesthetics.
10/20

- Maruhai -
This might be my absolute favorite level in the entire contest aesthetically, at least so far. The graphics and music are really cool and this level just has a really unique vibe. That said, the actual design felt kind of empty and the level ended before it really started. There were some cool ideas with the dolphins and the rotating platforms, but more could've been done here.
11/20

- MarkVD100 -
This level was kinda sloppy, but some of the ideas were cool. The Digging Chucks in the Yoshi room made that puzzle unnecessarily annoying, though...I would've used a different enemy.
7/20

- mariosr -
This level felt very sloppy and was full of blind jumps, both downwards and upwards. There was a part towards the end where one of the springboard things launched me up into an Eerie that I couldn't even see, let alone avoid.
8/20

- Mario is the best -
Very strange level that just kinda felt like...stuff. There wasn't much rhyme or reason to anything. The checkpoint was also way too early.
5/20

- Marcozzo Daro and TupohX -
This level was okay, but I think it went on for a little bit too long. One of the shell jump sequences was also a bit broken; you have to do it once, and then come back and do it again. When you do it the second time, the shells will still have a bit of momentum from being kicked and it's easy to mess the sequence up. Also, one of those gray invisible music blocks REALLY blended into the vertical section's background. Aside from that, I enjoyed this level. Great aesthetics, too!
14/20

- Magikey -
I'm gonna be real, I spent about 5-10 minutes in this level I don't have the patience to even attempt to solve this. I wouldn't mind it as much if not for the extremely unnecessary mist that obscures like a third of the screen, making an already strangely laid out puzzle even harder to navigate.
??/20

- M6 Productions -
Bro this isn't even vanilla
DQ/20

- Luther -
I liked the concept of this level, but it felt kinda boring and repetitive after a while. I think some variation between rooms would've helped...maybe a different palette for the upside-down rooms? Just something to spice up the visuals a little. Aside from that, I didn't have many issues with this one.
11/20

- LuigiTime -
This level had some interesting ideas; I especially liked having to use the shells to shrink Pokeys so you could pass through them. That said, the checkpoint is WAAAY too early and the lava in the background doesn't look good (it should've been dark blue to match the rest of the background).
11/20

- Lsh0426 -
The idea behind this level is great, but some of these microgames are flat-out unfair...particularly the "Hold B" one (which gives you too much time between killing the Koopas and having the key drop), and the first "jump" one after the second speedup (which people WILL die to if they don't know it's coming, which they won't if it's their first time through the level). Also, that one room with the Football and Digging Chucks was just not fun at all. In addition, some of your music choices were way too repetitive for a level like this (particularly the second one, that polka song that I'm forgetting the name of). Overall though, cool idea.
9/20

- Lotica -
I don't have much to say about this one, it's a solid yet generic romp. No major complaints or anything, but it's not very memorable.
8/20

- Losoall -
Really didn't enjoy this level. It's VERY open which isn't inherently a problem, but the level's layout doesn't seem to take into consideration how SMW's vertical scrolling works. Not only that, but I found the level's structure confusing and it was hard to tell where to go; it's also very easy to accidentally fall back to where the checkpoint is towards the end of the level, which is just annoying. I'm also not big on spin jumping on Thwimps being a gimmick, because Mario tends to glitch through them and take damage (especially when there are several in a row).
5/20

- Lazy -
Extremely clever puzzle level here! All of the puzzles were challenging, but also didn't take forever to figure out. My one complaint was with the boss fight, I kinda wish everything was shifted downwards by one tile to make the jump up to the key on the 1F0 tiles a bit easier (as it is now, it's really easy to accidentally grab the key and have to start the entire room over). Overall though, really nice level.
18/20
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Originally posted by msi810
Originally posted by JupiHornet
- msi810 -
I don't know if I just didn't understand the gimmick, but this whole level felt super messy and whether I could actually dodge things or not felt luck-based half the time. The message boxes at the beginning didn't help much, either.
2/20

It's made bad on purpose obviously. Get with it.


On a serious note, the coin guides with the first pokey show what you're supposed to do to dodge enemies. Which is what the message boxes were trying to say. So I suggest you try following the coin guides with the pokey until you succeed and then use this technique in other obstacles. Unless this isn't the problem, well I don't know what to tell you. I did this and it didn't feel luck based to me. I had two testers and they didn't see this major flaw in my level. Gamedragon did, so I changed and included the new message box and the coin guides with the pokey, because this sort of playing worked for me. But I guess it's just a shitty gimmick to begin with(lol) or i'm using some other undiscovered technique that mekes it a good level to play.

I tried your level again and had a MUCH easier time, I don't know what I was doing the first time I played it...that said, 2/10 is much too low of a score in hindsight but I still didn't like the level that much. It's definitely better than I thought it was initially but it still felt awkward to play for me. Maybe like a 9-10/20
Check out my WIP romhack!
Originally posted by Sariel
Originally posted by JupiHornet
I do wish your spin jump was just disabled in the last section instead of killing you instantly, though...it's really easy to do it on instinct.

Yes, if you tell me how this is possible with vanilla restrictions.
Otherwise thanks for your opinion even if you didn't give a score.

Didn't realize it wasn't possible when I wrote this, but someone corrected me earlier in the thread : P
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- Kusrry -
Ehhhh...this level has some really cool ideas (ESPECIALLY that last section, that part was awesome), but the difficulty ramped up so much after that first section that it kinda caught me off guard. That first autoscroller in particular felt way too brutal, a lot of the time I was pressed up against the left edge of the screen with barely any time to do the setups. Not a bad level, but it went a bit overboard in some parts. Also, the music in that first part did not fit at all...I feel like that section and the overworld should have switched songs.
12/20

- Kori -
This level was a bit annoying...Mega Moles have some weird hitboxes that make it really easy to accidentally clip the side of one while jumping onto it, or to run off of it too easily. Combine that with the trees sometimes making it unclear when the Mega Moles will move up and down, and you get some frustrating deaths. Granted, the hitbox issues aren't your fault, but I wish the level was designed a bit better around them.
12/20

- KitikuSa -
I'm gonna be real, I found this level to be absolutely hideous...it's especially bad here because the incredibly confusing visuals actually harm the gameplay. The level has these weird visual gimmicks (ex. water reflections, perspective illusions, Layer 2 setups) that seem to exist for literally no reason other than to trick the player into overthinking the level's solution (which is actually pretty simple despite me literally having to look in Lunar Magic to find it). This is one of those puzzle levels that didn't satisfy me as much as it made me think "wait, THAT'S how you're supposed to beat it? Are you serious?". It's very strange.
7/20

- KevinM -
This level is okay, but I think some of the puzzles are a bit harsh...particularly the one where you have to enter the doors above that moving platform, there are a lot of things to keep track of there. The last room with all the Spinies was also kind of annoying, I kinda wish there were less of those. Overall though, this level had some cool ideas.
13/20

- kamekku14 -
I liked the aesthetic of this level, but the design isn't super memorable.
11/20

- JP32 -
I thought this level's use of Munchers was clever, specifically the way you incorporated the Star. That said, I think the usage of Baseball Chucks was pretty annoying...REALLY would've preferred a different enemy there.
12/20

- Josuke Yoshikage -
Very generic rompy level, not much to say about this one. I thought your music choice was great, though.
8/20

- josee_544 -
This level had a lot of really annoying setups, particularly the Sparky + Ball n' Chain combo that comes up. Also, some of the vertical jumps don't properly take into account how SMW's vertical scrolling works, making it easy to get hit unfairly. The level was a bit repetitive, too.
5/20

- jirok1 -
I mean...the gimmick itself is pretty cool, and the puzzles are clever. I wish there was more to this level than just 3 screens :V
4/20

- jdl -
This level's pretty solid, it feels like something you'd see in the actual SMW. That said, it also doesn't stand out all that much.
11/20

- IronFoxGaming -
This level was...fine, I guess? The biggest problem with it is that if you miss one of the first three moons, it looks like it's impossible to get back from the second section to the first, but you actually have to go over the top of the level...it's just really strange. Also, the Reznor fight is REALLY bad. Way too long and drawn out, and there's very little actual challenge. The level looks great, though!
11/20

- Infinity -
This level looks really nice, but I found the gameplay a bit boring. I kinda liked the usage of 1F0 and Digging Chucks, but the level doesn't do much with it.
12/20

- Incognito -
This level's alright, but I thought it was a bit overly punishing considering how few powerups there are. I also thought the last section was neat in concept, but it dragged on for a bit too long. Overall though, not bad.
13/20

- Idunno -
First of all, I LOVE how this level looks (although the spikes blend in a bit too much). This is a pretty cool level in general, although I do think that it's a bit too short and easy. I did like your usage of Grinders, though.
12/20

- hulahoop -
This level looks really cool, but I thought the gameplay was...weird. The layer 2 crushers in the middle were a bit strange, the Rainbow Shell clipped through one of the spike pillars and hit me once. The very last section was kinda awkward to play, and the last jump off of the Chargin' Chuck is a bit overly precise. Overall, this level was okay, just...weird.
12/20

- huebrbr -
This level's really strange, but I kinda liked it even though it's not particularly good. My biggest complaint is definitely the aesthetics, though...the palette here is not appealing at all.
7/20

- Hobz -
To be honest, I'd already found this entire level obnoxious, but...I could not for the life of me figure out how to solve that last puzzle (or at least I think it's the last one) and I couldn't find any videos of it. Either way, I don't have much desire to go back there and try to figure it out...overall, I did not enjoy this level. I get that the blue coins are supposed to show where the shells launch, but it's still pretty easy to get blindsided when like 4 shells come flying at you all at once. As for the second half of the level with all the puzzles, maybe I just took a while to solve them but that part feels like it drags on for WAAAY too long. The music is also really repetitive and it got so annoying that I actually muted the level after a while.
??/20

- Heraga and Darkbloom -
This level has a lot of creative usage of Layer 2. I thought the whole thing was fun and unique until the very last room...not really sure how you're meant to get through there (and yes, I did use L and R).
13/20

- Hayashi Neru -
I actually like this level a lot! It's very simple in terms of design and aesthetics, but it also stands out enough that it doesn't just feel like "Generic SMW Forest Level". It's one of those levels that feels very open, but linear and easy to get around at the same time. I really enjoyed this one.
15/20

- Hat Kid -
Aesthetically, this level is incredible. It's REALLY empty, but that helps drive home the feeling of being alone in an abandoned house. That said, I do think the level's a bit TOO empty...aside from some spin jumps off of the green bubble things, this level felt a bit too short and devoid of challenge. If the level was a bit longer and more fleshed out, I think it could be really great!
12/20

- HamOfJustice -
First of all, if this was a "best username" contest then you would win. Anyway, this level has a really interesting aesthetic style, and I was enjoying playing it until you started making me jump off of the Chucks' footballs near the end. That's already annoying to do due to how erratically they move, but doing it with Baseball Chucks attacking you at the same time...yeah, no thanks.
12/20

- Green Jerry -
I enjoyed this level, pretty solid romp. My only complaint is that one part with the Snake Block and the Digging Chuck next to the 1F0 tiles...it's a bit awkward and new players probably won't see the Chuck until it's too late. Putting a reset pipe right next to that spot was pretty generous of you, but still...
13/20

- GranBlind64 -
This level looks nice, but the design is ehhhhhhh...I thought your usage of Volcano Lotuses was a bit annoying. A lot of the setups also felt a bit repetitive, and I wish the Pipe Lakitus got a bit more use. All things considered, though, this isn't too bad.
9/20

- Galaer -
I like the concept of this level, but some of the setups are a bit awkward (particularly that last room, it has some weird timings that can be frustrating to mess up). The last jump before the level exit was kinda unnecessary, though...
11/20

- GabrielJohn -
This level's aesthetics are...not great (that foreground palette is really ugly), but I thought the design was interesting. I liked the "hidden pipe" puzzles that you used, although I thought the amount of reset pipes in the second half of the level was a bit much.
11/20
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Originally posted by Hobz
Originally posted by JupiHornet
I'd already found this entire level obnoxious, but...
??/20


...oh wow. That's a lot more complicated than I thought, and it also means that all of the solutions I was trying were completely wrong :V
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Originally posted by Hobz
Originally posted by JupiHornet
That's a lot more complicated than I thought, and it also means that all of the solutions I was trying were completely wrong :V

just curious, what did you assume you had to do? i had hoped that by limiting the amount of things you could conceivably do it would be a simple string of logic, not to mention the fact that the only thing that could kick the shell would be the blue koopa.
but it seems that everybody that played had a hard time connecting those dots. alas

I kept freeing the Koopa before I hit the P-Switch, not after (I did this by throwing the P-Switch up at the vine block; somehow I didn't think to use the blue shell for that).
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75, not bad for my 4th SMW level ever! Your comments are fair, I think the only part I don't entirely agree with is the difficulty curve since I definitely tried to go for a sense of progression (which is why the second autoscroller is faster than the first one, iirc). Either way, thanks for the feedback. Also, a lot of your scores are actually very similar to mine!
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