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towre

Actually I wasn't satisfied with my original entry so here's something better.

Aesthetics 👌 XXI theme 👌 cannons 👌

Looks fun. The part with the rocks looks unfair tnough.
It's easily the best thing I've done
So why the empty numb?
I've been following #vldc-showoff on Discord, but I'm not sure if anybody's mentioned the obstacle at 0:24. In my opinion, this one could be slightly too tight unless I'm wrong.

The progress so far's going fantastic, though.
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

I think the background and palette are tastefully done - I love the shades of purple and the use of a castle background for a bridge, as well as those pale clouds just drifting by. It definitely seems like one of the harder entries in the contest so far.

Unfortunately, though, the level looks repetitive. Each room starts and ends similarly and is a little longer than the last. While there is some variety in the obstacle setup such as some sprites offering extra boosts for enhanced timing, I guess it's because the way you're platforming throughout the level never changes and the way Dragon Coins are always walled off by turn blocks that makes it seem samey. I don't see anywhere that would require the player to react with a different dynamic except the rock part, which requires the player to wait for the right moment to boost while already on a spring since your opportunities are more limited and not only by what is moving ahead of you - I think that design is actually quite fitting for your theme and difficulty; I just wouldn't add more rocks to that line. Things like that I think are taking a little too long to appear, and would really help the level progress meaningfully.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Good YUMP level 🥺

I'm inclined to agree about the repetitiveness, though.
Windowless ride, feeling alive
Are you alive or just breathing?
when it comes to it being repetitive you'll be glad to know that I'm putting an entirely different spin on it in the second half,

I'll see what I can do otherwise, I'll be honest, I feel like when playing the level the setups feel a lot different from each other, despite how similar they look in execution, but I'll see what I can do.
imo this first half is quite great already! This level definitely feels like this could be a YUMP/JUMP level. It also uses cannons which are beraly used and it has a few clever Yoshi Coin setups. Palette is also super sweet!
Really looking forward to the second half! #smw{:TUP:}








ok so, the previous entry I was gonna submit? No more, I got bored of it.

Here's a different one, I had way more fun making this so I think that's a good sign
I think this level's much better. There's a lot more variety in gameplay while keeping a tight core concept. I really love how you are using the destructive property of the growing vine as both a progress enabler and a way to hinder. May your ranking be good and your bonus never end, friend. #w{=3}

Just look above you...
If it's something that can be stopped, then just try to stop it!
I see you took my advice to your hear. With the new gimmick, you have a lot of new opportunities to make the level not repetitive. Go for it!
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.