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

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023 JP32 OUTDATED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029 Blizzard Buffalo & StrikeForcer OUTDATED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:
Can you test my level? Thanks in advance#tb{:)}
Good work doing this! When you have the time, feel free to test my level. It's in the VLDC11 submission thread.
@JP32 & @N450: sure thing :D

007 N450:


Design: 35/60:
I really enjoyed the indoors section, especially the platform ride, becuase the podobos and grinders kept you moving constantly. There were quite a few other interesting sections and ideas as well, e.g. bowser statue fireballs. Overall neatly designed castle with decent sprite placement and multiple interesting sections, that however doesn't do anything particularly unique.

Creativity: 11/30:
While the level has no real gimmick, it still offers much more than your standart world 1 difficult grassland level. Some clever setups in here as well.

Aesthetics: 5/10:
The outdoor areas palette looks very decent but could be made even more interesting with a different FG palette that still keeps the dark atmosphere. The indoor section looks a bit out of place visually with the colors being bright and saturated. Also watch out when you use stairs, as it's possible to slide-kill enemies creating glitched graphics (e.g. fireballs and grinders in second half).

Total: 51/100

OUTDATED

023 JP32:


Design: 23/60:
If there is one thing that I would recommend to you, it would be turning down your use of munchers by a lot. They just make difficult sections even tigther and feel like they are just there to crank up the difficulty by a bit. Another issue I have with the level is that the difficulty is all over the place, with the first half being way too easy (never died once) and the second half being filled with tricky setups and meanly placed munchers. The first half is so easy because it's very short and a big part of it is the sliding section where you just have to hold the down button. I'd recommend getting rid of that section. While the second half is also very short nearly every single obstacle took me multiple attempts to figure out how you can't get around it (felt like trial and error). I also found out that you can break the last section, by grabbing the p-switch and pressing it whitout jumping down. Now you can jump down just before the p-switch runs out and skip the section or softlock yourself when you don't jump down at all.

Creativity: 19/30:
There were some great ideas in this, and while they are not always perfectly exexcuted, they sure are creative. Examples would be having to avoid the chucks baseballs while having to run up a wall or the very last setup (see screenshot) where you have to avoid the chucks baseball while bouncing on noteblocks as long as the p-swich is pressed. As I already mentioned in my design comments, scrap your heavy use of munchers and rather focus on creating interesting sections with the baseball chucks.

Aesthetics: 4/10:
FLOATING MUNCHERS 0/10000...

...jk. My biggest issue is the FG and BG colors not harmonizing at all. The hugely saturated blue colors don't seem to work well with the calm pink background. Not a huge fan of blue grass as decoration as well. I'm really interested in others opions on this levels aesthetics though, it might just be me not liking them.

Total: 46/100

004 TheSpeedyJay:


Design: 27/60:
While the level is fun to play it's way too much on the save side design wise to stand out in a level design contest. The underwater section was wasted potential in my opinion. It feels super slow and ends up just being for a yoshi coin. How about making it an alternate route instead, so you have one above the water and one underwater? It would add nonlinearity too.

Creativity: 7/30:
As usual this is the category where most levels fall flat. This level is unfortunately not a whole lot differnt. While the layer 3 water is quite underused, it doesn't add anything to this level and the entire level can be beaten without touching the water once. I'd consider redesigning at least bits of your level so that you actually use the level 3 water in your levl (maybe have it rise up and down too).

Aesthetics: 6/10:
Great visuals for the most part, the tilesets work really well together. I'd recommend spicing up the BG a bit to enhance the "beach-y" atmosphere you were going for (I think?). Also the bush and cement blocks on one of the pipes creates some poorly looking cutoff, it's an easy fix though.

Total: 40/100


Feel free to request me to playtest your level. It might take a while for me to get to them, but at least I'm done with the exams, so I should have more time from now on.
Check out my new hack thread:
Test mine, guy! The last person who tested my level gave me a relatively poor score so I want to see if my level is really THAT bad, haha~
                                                                                                                  
                              
Originally posted by LethalBrownies
Test mine, guy! The last person who tested my level gave me a relatively poor score so I want to see if my level is really THAT bad, haha~

I gave yours a go just now. Will do a proper review of it soon, but here are some quick thoughts from my first playthrough.
- it definitely isn't a bad level, I for sure had a good time playing it
- the level is quite heavy on it's use of enemies, might be a bit too much in places but I enjoyed that it kept me on my toes
- two halfs of the level feel very well connected (both vertical sections but having to either swim up or down)
- I love the music you used, fits super well and enhances the atmosphere
- good job on making a water level generally fun to play, you don't see that very often
Check out my new hack thread:
Agree here, Lethal's level was fun to play, a very good underwater level. Also, thanks for playing my level, that was a decent score!
Keep this good work!
Do Ambrose Snakesylum please...

Thank you.


Have a frost day~
If I get you over a level that hasn't been even 25% finished yet, would you give me a review?



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Haha, looks like this 'mega lazy' fan judging thread has turned out quite a work load.
                                                                                                                  
                              
Originally posted by LethalBrownies
Haha, looks like this 'mega lazy' fan judging thread has turned out quite a work load.

...yep xD. I should really consider renaming the thread, it's definitely not accurate.

Originally posted by Conal
If I get you over a level that hasn't been even 25% finished yet, would you give me a review?

I'd prefer playing the levels when they are done, just so I don't need to replay them with every new update. If you feel like your level is in a fully playable state already, feel free to send it to me, but I'll give a detailed review like the ones above only once. If you update your entry though, I might check out if the changes made improve the level.


^ Text in red is relevant for any further requests.


As for all the other requests, I'll try to finish the reviews asap. While I did play through every level already, please keep in mind that writing these reviews takes quite a while.
Check out my new hack thread:
Okay mate, I'll get back to you when it's 100% finished. Thank you.



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Can you please test my level Forest Blitz?
And now these three remain: faith, hope and love. But the greatest of these is love. 1 Corinthians 13:13
Finally got around to writing the reviews, took a lot longer than expected. Hope you enjoy ;).

014 Stiviboy:


Design: 45/60:
Had quite a lot of fun playing the level. I was sceptical at first design-wise when I saw the first screenshots in your thread, but fortunately my first thought turned out to be incorrect. My favourite aspect is your use of on-off switches, to create non-linearity. The enemy placement was generally well done (especially the chucks) with only the line-guide rides being a little uneventful at times. If there is one section I dislike though, it's the one before the midpoint, because the on/off block is suprisingly difficult to reach.

Creativity: 22/30:
I see you already made great use of the new Lunar Magic feature ;). Hiding "baseball chucks" in the walls is a super clever trick (might steal that one, lol) and the very l. The is a really neat idea too, but the room can be beaten by just constantly jumping at (mostly) the same frequency.

Aesthetics: 10/10:
Holy crap! You did an amazing job on the aesthetics. Superbly looking ground tiles, unique enemy redesigns and clever decorations. Topped of with brilliant music choise and godly palettes.

Total: 77/100 (my favourite level I've played so far)


024 LethalBrownies:


Design: 29/60:
Overall I found the level quite fun too play, but the amount of enemies in some sections bring it down quite a bit. The level luckily always felt fair and never ever was boring (common issue with water levels). I also enjoyed that none of the setups ever felt like they repeated a setup seen prior in the level and also the bit of exploration added through the inclusion of dragon coins. As for recommendations on how to make the level feel less crowded:
I'd suggest getting rid of the very first boo stream (in the first half), as it's pattern is really difficult to predict on the first few playthroughs. Also I'd recommend getting rid of a few bullet generators, as not knowing when they're going to shoot can be really annoying in places. The section seen in the screenshot and the one with 6! canons before the end of the level come to mind. Adding reset doors might be a good idea as well, even though it is quite hard to get stuck.

Creativity: 14/30:
You don't get a lot of water levels in the VLDC, because it's difficult to make them interesting. This one stands out even more becuase it's a vertical level in which you not only swim to the to the top (first half), but also to the bottom (second half). The choise of enemies is quite unique for a water levels too (only ever seen in 'sunken ghost ship' levels). I wish there'd be a few more memorable setups though.

Aesthetics: 6/10:
I might be in the minority here, but I adore the atmosphere in this, along with the fitting music choise and tilesets. The huge contrast with the little introduction rooms is highly effecive as well. Thematically and "graphic-wise" it's not all to unique though. As for bugs, I can only recall the eerie on the very last screen (with the big boo guarding the exit) disappearing for a few frames for me, becuase there were too many sprites on the screen.

Total: 49/100


029 Blizzard Buffalo & StrikeForcer:


OUTDATED!

Design: 24/60:
First section:
In my opinion the better of the two sections but it unfortunately has it's unfun or sometimes even unfair sections. To keep the review from being way to length I'll mostly just mention the section that I dind't like. The rope section is really clever (especially the koopas), but suffers from one big problem. The falling grinders are nearly impossible to avoid, when you don't know what to expect. The rest of this section from there on is fine, though sometimes are bit too tight. Another section that I'd highly recommend changing up would be the jumps in screens 2 and 3, where you have to avoid the two saws. The problem with this section is that sometimes the camera scrolls up too high, so you can barely see the platforms that you have to jump on (see screenshot).
Second Section:
Much easier and shorter in comparison. The eating block snake is a gimmick I usually appreciate, however I feels super underused in this section. The firt few screens introduce the gimmick on safe ground and provide some incredible easy platforming when compared to the first section. In total there are only two sections where the block snakes are extensively used, in which you just run to the right and quickly jumping over a few enemies. How about adding more variety to the path of the block snake or have the top block snake "reveal" more enemies (like you did with the thwomps). Problem with the thwomps on the top block snake is that they never are a threat to the player, as they trigger while the block snare is still under them. I'd also recommend getting rid of or marking the invisible coin block you need for the first yoshi coin, as you can easily accidentally activate it and then have too little time to keep up with the block snake.

Creativity: 21/30:
Clearly the category in which the level shines. Especially the first section shines with clever setups and neat ideas, but as mentioned in my design comments already the execution is often very eeh..

Aesthetics: 6/10:
Though I find quite a few visual choises questionable there was definitely effort put into the visuals. The second section looks pretty decent, but I'm not all too keen on the purple there. I like the palette of the first section, however excluding the lava as the color transition on it looks super wierd. While most of the decorations are charming, they don't tend to look very pretty, especially the lamps (idea is great though) and the "canon-decaration" in the ground (not sure what that's supposed to be, sorry :/). The platforms look great though. The music is fitting, but has two big issues. Firstly parts of the melody get cut off when you spinjump or when there's a grinder on screen, which is very common in the first room. Secondly when you play the level in one go you can get to the end of the song, at where it just stops with no music playing for the rest of the level.

Total: 54/100


Originally posted by wolfnasty
Can you please test my level Forest Blitz?

Will be the next one on my todo-list.

EDIT: You patch does not work. Please make sure you create a patch with a clean/unedited SMW rom.
Check out my new hack thread:
pls do mine
i need as much feedback as i can get for when i update it again
(i know about the jank goal point- i just don't want to do 2000 tiny updates)
DL:https://smwc.me/1492866

제 레벨을 테스트 해주세요.
어떤 걸 고쳐야 할지 알려주면 좋겠다.

더 좋게 수정하고 싶다 -ㅅ-;;

-Google Translate(KOR ▷ ENG)-
Please test my level.
I want you to let me know what to fix.

I want to make it better -ㅅ-;;
Hey man!
Could you please do my level?

I've just finished version 1.1, which is the final version i have planned for it.
I'd love to get some detailed feedback like you give here!
My Youtube Channel
Could you test my level?
https://bin.smwcentral.net/u/34088/CloudyLake.zip
"Blasted!"
Sorry for not being quicker on writing these reviews but I want the feedback to be as helpful as possible.
Only managed to finish writing one review today, hope I'll get at least another one done tomorrow.

053 Dakras Hayashi:


Design: 22/60:
The regular path for the first half gave a decent first impression. While not particularly unique the well placed enemies made that section of the level fun to play. Unfortunately though I did not like the alternative path of the first half und pretty much the entire second half design wise. My biggest issue with both sections is the para-bomb generator. Since the camera doesn't scroll you're in constant danger of getting hit by bombs you can't see coming especially when your close to the top of the screen. I took damage that way at least once in every single attempt of the second half. Another problem are the "blue" blocks you can pick up. First of all they are hard to identify as these type of blocks (differnt color), secondly I often had problems picking them up, either because there were too many sprites on the screen or because you have to pick them up mid-air (I don't know). Having to pick the blocks up under time pressure because there were constantly multiple spinys and bomb-oms you have to avoid just makes these sections super frustrating. One last problem that I only had in the second half is the layer 2 sinking gimmick used. Since there is no indication that the ground starts sinking, it takes you by surprise on your first playthrough, but because it's too tightly measured you're very ununlikely to make it to the end on your first attempt. But even on further attempts when you know that it's about to happen the section still feels way too strict on time.

Creativity: 19/30:
I'm not 100% if aesthetic creativity counts towards this category as well, I at least guess so...
I'm constantly amazed by what you guys are able to create with vanilla resources only and this level is one of the best in that regard. Hard to believe it was made with vanilla resources only. Level design wise there weren't too many sections that stood out to me. While the execution was lackluster, having layer 2 sink for a few screens by surprise is actually a neat idea.

Aesthetics: 9/10:
Visually this is one of the most stunning levels I've ever seen. The music is catchy as well but it might be a bit too upbeat (at least for the first section). There were a few overlooks or minor errors though, where you for example can stand on air (see screenshot(s)). Also sometimes it's quite hard to tell if a tile is solid or non-solid (1F0 tile comes to mind).

Total: 50/100
Check out my new hack thread: