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[ALL ENTRIES JUDGED + TOP 5] Mega Man Contest Judge Tries To Review Your Mario Levels
Forum Index - Important - The 12th Vanilla Level Design Contest - [ALL ENTRIES JUDGED + TOP 5] Mega Man Contest Judge Tries To Review Your Mario Levels
Pages: « 1 2 »
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 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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Check out my WIP romhack!
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.

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And now these three remain: faith, hope and love. But the greatest of these is love. 1 Corinthians 13:13
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!
I appreciate you reviewing levels in reverse order. Very Genius indeed.

Originally posted by JupiHornet
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.

My style of level making can get pretty chaotic (I like to think big), so with my entry, I tried to cut down as much as I could. With that said, I gave the player multiple options, some to prevent them from getting stuck, others leading to secrets.
For next time, maybe I could focus more on fleshing out the main path and then adding in secondary paths/bonuses.
Thanks again for your feedback!
Originally posted by JupiHornet
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).


First off thanks for the compliment!

I have been hoping no one makes a vid anytime soon because then the magic is gone. If you PM me where you are stuck I will help you out. For the most part though every thing you need to know is in the info boxes.

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And now these three remain: faith, hope and love. But the greatest of these is love. 1 Corinthians 13:13

Originally posted by JupiHornet

- 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


I probably should have made an actual exit room instead of... that. When I made it I didn't intend to keep it but I didn't think of anything I actually liked before the deadline. :(

also groanworthiness of message box was intended

Words.
[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
"I do think the difficulty shot up kinda unexpectedly towards the end, though...some of those jumps between those grassy platform things were unforgiving."

This is something I was afraid of. I wanted the last section to be a homage to Valley of Bowser 3, but I'm afraid I'm not too good at utilizing the count platforms. I probably overcompensated on trying to make the level hard, that parts of the stage suffered because of it.

Still, for a first level, I think I did a decent job.

--------------------

PFP by Empathic-Nooks on Deviantart. Check em out!
Hey check it out I made a level that's. okay.
- 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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Check out my WIP romhack!
Originally posted by JupiHornet
- 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


Thanks for the review/feedback! You're definitely right about your points, sadly I got in too late to VLDC this year so I couldn't adjust everything to my liking. The second part ended up being longer than intended and I didn't move the checkpoint for instance. Though I thought making the player use the top-solid platforms at the start of the level would be enough to help distinguish them from background objects.

Still I'm happy to have netted a few positive reactions. I'll definitely try to participate in more contests in the future
Originally posted by JupiHornet
- 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

I'm glad you enjoyed my level! I did try to make it clear with the design early on that those background logs were "solid only for Mario", and they shouldn't be in any positions that will get the player hurt or killed should they forget and try to move through them. I guess I could've used a different type of tile, but I felt those logs looked best to me.
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.

But to the fighter equally hateful as to the victor, is your grinning death which stealeth nigh like a thief, — and yet cometh as master.

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

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Check out my WIP romhack!
Hey JupiHornet!
Thanks for playing my level and happy the gameplay was ok, especially seeing few levels have made up higher than 15/20.

I'll agree it's ugly since I'm not too savvy with tile manipulation, but also I didn't want to stay too plain, sober, boring. So "ugly" was the way to stand out this time, and making inside jokes about it was the (tiny) compensation I've given. I really hope to come up with crazy aesthetics next time, but since I can't put myself to learn layer 3 scenery and such, I'll stay outclassed anyway.
I'm reading the other level's comment too and they are good. Some of them I agree. Thanks being on duty for this one. It's good fun.

--------------------
Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
- 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

- 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

--------------------
Check out my WIP romhack!
Thanks for the comment. Yeah, to be honest, I could have done a lot better. I felt like I rushed the level, and that's mainly due to me contemplating on entering the contest. If I had taken more time, it could have been better.

--------------------
Click here to enter the world of mediocre!
Originally posted by JupiHornet
- 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


yo thanks a lot about the aesthetics praise, I'm glad it was well received and wasn't too tacky or quirky. I feel you about the length of the level and "design stamina" (as in, the ability to stretch concepts for a long enough level) is definitely one of my most glaring weakness.

it also doesn't help that I made the whole thing in the last night before deadline and that I had to sacrifice 2 of my allowed 4 levels on single screen memes (I love my memes) #w{:s} probably

I'm glad you had a good time at least!
Originally posted by JupiHornet
- 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
18/20


I have to agree with your critique. I was trying to come up with a level since the VLDC started, but I got stuck and spent the rest of the month doing almost no progress. By the last few days I rushed to make this in time, and while I knew it could have been a lot better, I was too exhausted to keep doing more and there was only a few hours before the deadline. Thanks for the feedback.
I dunno how MM102's level actually works, but have been told it wont reset unless you die

But to the fighter equally hateful as to the victor, is your grinning death which stealeth nigh like a thief, — and yet cometh as master.

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.
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Forum Index - Important - The 12th Vanilla Level Design Contest - [ALL ENTRIES JUDGED + TOP 5] Mega Man Contest Judge Tries To Review Your Mario Levels

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