Levels I've reviewed so far:
001 Mandew
002 Young Boi
003 enan2017
004 TheSpeedyJay
007 N450
008 Manofer
014 Stiviboy
019 PokerFace
022 crm0622
023 JP32 OUTDATED
023 JP32 NEW
024 LethalBrownies
029 Blizzard Buffalo & StrikeForcer OUTDATED
033 ECS.98
034 debug001
035 Tweyxx
045 Blizzard Buffalo
051 Kusrry
053 Dakras Hayashi
058 Fullcannon
076 FerpyMcFrosting
heyyoooo, welcome to the first ever Fan Judging thread of this years VLDC. While I might not be the best at level design myself, I still feel like my feedback could be of value to some of you.
Unfortunately I can't promise to update this thread regularly as I'm very busy with work and practising for my exams next week, but I'll try my best.
As of now I've only done reviews for the first three levels (in order of submission). If you'd like me to give your level a test, feel free to ask, and I'll test it asap.
001 Mandew:
Design: 44/60:
Do you happen to be part of the JUMP team? Your type of design at least feels very similiar. The gimmick of the level is brilliantly executed especially because it develops througout the level. You introduce the gimmick on save ground, and then build it up more and more throughout the level with the setups getting more and more tricky. I did only have issues with the thwomp setups, which felt a little too difficult especially under time pressure (the one with the three thwomps comes to mind).
Creativity: 22/30:
Lots of creative setups overall, and while I've seen tons of levels using these "timed carrot lifts" already, you still managed to positvely surprise me with the jumps, setups and overall ideas. I especially love your usage of the fuzzballs and bowser statues, with the latter rarely ever being used as effectively. Loved the little sections with the fireballs as well.
Aesthetics: 5/10:
Music is enjoyable, though feels a little to calm for my taste, considering the rather quick platforming action. The background looks quite good in combination with the fortress FG graphics. I'd consider changing the grey lava and at least removing some cement blocks. Overall alright, but with a little more effort put into the aesthetics (how about a custom pallete?) I feel like the level could do even better.
Total: 71/100
002 Young Boi:
Design: 22/60:
While I'm sure the level would work well in a regular vanilla hack, it unfortunately will have a hard time standing out in a level design contest. The lack of a proper gimmick and exploration (the level is way too flat) really lets this one down. I'd recommend thinking about adding additional routes, bonus rooms or for example hiding yoshi coins. But don't get me wrong, the level was definitely fun to play, it just won't be one that I'll be remembering though.
Creativity: 5/30:
...ehh. I'm really having a hard time rating this. The overall lack of a gimmick or any interesting setups really makes it hard to give points in this category. I did however enjoy your useage of montey moles. They were placed well, and always felt dangerous.
Aesthetics: 4/10:
The palette could use a bit of work. You use too much of the same color, or at least too much in the same tone. Also the light green and yellow(?) in the background are way to bright for my taste. I'd recommend using custom music in your level as well as it can really help to enhance the atmosphere and overall experience. I'm a fan of the various decorations you use though.
Total: 31/100
003 enan2017:
IMPORTANT: "Your level may not be more than 500 SMW seconds long."
Design: 5/60:
Sorry in advance for maybe being too harsh here, but I really did not have a good time with this one. My biggest issue with the level are the way too large gaps. The are barely possible when you jump off from the very last pixel. The last one is even worse, because it can only be done with running speed. These kind of jumps really are a cheap and unfair way to add difficulty. Secondly you don't seem to know where you want to go with, with your level. For a few screens you focus on platforming (e.g. vine/koopa jumps), while on the others ones there is flat ground with few enemies to avoid. I'd honestly recommend completly redesigning the level. Since I guess you still are new to hacking, I'd recommend opening a thread for your level, so you can get feedback, on hopefully upcoming updates for your level ;).
Creativity: 5/30
Same as with last level, there aren't many particularly interesting setups. The Banzai Bills were the most interesting bit though, always being well placed.
Aesthetics: 3/10:
The graphics are as vanilla, but also unfortunately as basic as you can get. I found no glitches though and the music choise was fitting.
Total: 13/100
Take these scores with a pinch of salt.
Check out my new hack thread:
001 Mandew
002 Young Boi
003 enan2017
004 TheSpeedyJay
007 N450
008 Manofer
014 Stiviboy
019 PokerFace
022 crm0622
023 JP32 OUTDATED
023 JP32 NEW
024 LethalBrownies
029 Blizzard Buffalo & StrikeForcer OUTDATED
033 ECS.98
034 debug001
035 Tweyxx
045 Blizzard Buffalo
051 Kusrry
053 Dakras Hayashi
058 Fullcannon
076 FerpyMcFrosting
heyyoooo, welcome to the first ever Fan Judging thread of this years VLDC. While I might not be the best at level design myself, I still feel like my feedback could be of value to some of you.
Unfortunately I can't promise to update this thread regularly as I'm very busy with work and practising for my exams next week, but I'll try my best.
As of now I've only done reviews for the first three levels (in order of submission). If you'd like me to give your level a test, feel free to ask, and I'll test it asap.
001 Mandew:
Design: 44/60:
Do you happen to be part of the JUMP team? Your type of design at least feels very similiar. The gimmick of the level is brilliantly executed especially because it develops througout the level. You introduce the gimmick on save ground, and then build it up more and more throughout the level with the setups getting more and more tricky. I did only have issues with the thwomp setups, which felt a little too difficult especially under time pressure (the one with the three thwomps comes to mind).
Creativity: 22/30:
Lots of creative setups overall, and while I've seen tons of levels using these "timed carrot lifts" already, you still managed to positvely surprise me with the jumps, setups and overall ideas. I especially love your usage of the fuzzballs and bowser statues, with the latter rarely ever being used as effectively. Loved the little sections with the fireballs as well.
Aesthetics: 5/10:
Music is enjoyable, though feels a little to calm for my taste, considering the rather quick platforming action. The background looks quite good in combination with the fortress FG graphics. I'd consider changing the grey lava and at least removing some cement blocks. Overall alright, but with a little more effort put into the aesthetics (how about a custom pallete?) I feel like the level could do even better.
Total: 71/100
002 Young Boi:
Design: 22/60:
While I'm sure the level would work well in a regular vanilla hack, it unfortunately will have a hard time standing out in a level design contest. The lack of a proper gimmick and exploration (the level is way too flat) really lets this one down. I'd recommend thinking about adding additional routes, bonus rooms or for example hiding yoshi coins. But don't get me wrong, the level was definitely fun to play, it just won't be one that I'll be remembering though.
Creativity: 5/30:
...ehh. I'm really having a hard time rating this. The overall lack of a gimmick or any interesting setups really makes it hard to give points in this category. I did however enjoy your useage of montey moles. They were placed well, and always felt dangerous.
Aesthetics: 4/10:
The palette could use a bit of work. You use too much of the same color, or at least too much in the same tone. Also the light green and yellow(?) in the background are way to bright for my taste. I'd recommend using custom music in your level as well as it can really help to enhance the atmosphere and overall experience. I'm a fan of the various decorations you use though.
Total: 31/100
003 enan2017:
IMPORTANT: "Your level may not be more than 500 SMW seconds long."
Design: 5/60:
Sorry in advance for maybe being too harsh here, but I really did not have a good time with this one. My biggest issue with the level are the way too large gaps. The are barely possible when you jump off from the very last pixel. The last one is even worse, because it can only be done with running speed. These kind of jumps really are a cheap and unfair way to add difficulty. Secondly you don't seem to know where you want to go with, with your level. For a few screens you focus on platforming (e.g. vine/koopa jumps), while on the others ones there is flat ground with few enemies to avoid. I'd honestly recommend completly redesigning the level. Since I guess you still are new to hacking, I'd recommend opening a thread for your level, so you can get feedback, on hopefully upcoming updates for your level ;).
Creativity: 5/30
Same as with last level, there aren't many particularly interesting setups. The Banzai Bills were the most interesting bit though, always being well placed.
Aesthetics: 3/10:
The graphics are as vanilla, but also unfortunately as basic as you can get. I found no glitches though and the music choise was fitting.
Total: 13/100
Take these scores with a pinch of salt.
Check out my new hack thread: