Hi
I am the guy who is into the contests hosted here on SMWC, though I might make a hack soon in the future.
Also kind of an introvert, I'm not very social I will admit.
As for my contest entries themselves:
BLDC2 (Fall 2022): Perilous Pipeline
42nd out of 52nd place (55.6/100)
Collapsed text: Show/Hide This was the point at which I got into SMWCentral, and BaseROM Level Design Contest 2 immediately caught my eye the day before it began.
Since this was only my second level ever made in Lunar Magic, combined with the deadline, I just explored everything possible without having a proper focus. Combined with the fact that I put too many powerups in this level. And not specifying that it's a linear level and not a maze, this wasn't exactly the judges favourite.
It was definitely something for a 2nd level I will admit, but really my skills have outgrown this.
QLDC2 (Spring 2023): Super Bizzaro World
N/A
Collapsed text: Show/Hide When this one began, I really didn't have much motivation to make a level for it. But then my level idea came to mind, it was just too bad that my motivation didn't hold it up. Eventually after some inspiration (thanks Donut!), I decided to give it one last go before the deadline was up. It was kind of half-assed I will admit, but I still wanted it to be a great level nontheless, and it was!
Even if I didn't get any distinctions, a participant trophy alone is perfect for me. It definitely taught me to keep my level length not too long, but not too short either.
CLDC7 (Spring 2023): Sacred Sanctum
18th of 34th place (66.5/100)
Collapsed text: Show/Hide After my original plans for this contest were cancelled, I learned that I could create L/R gimmicks in Blockreator (replaced all the block interactions with the "main" and "RTL"), so I did!
I had to learn a lot before the deadline, the hardest to learn was probably ExAnimation. But in the end, I got it done! However, it was only after the deadline that I discovered how cheeseable some of my entry was; it taught me to be careful when giving away cape. I also now know that puzzles take up lots of time for the average first time player (I was following the "end with more than 100 seconds" tip), and I should reset time for every reset door.
These level design contests are definitely teaching me more useful methods of testing, and things to consider. And this has been my new peak so far, GG!