And this time I use scores like actual judges.
Needless to say, this is unofficial, this is all just opinions, et cetera and so on.
GOOMBUD SOLAR DESER
A pretty basic desert level that is extremely short. For the most part it's pretty plain and could have had more varied terrain. The enemy selection feels a bit random. Obviously you have Goombuds, but then you have Angry Sun, a couple of Koopas, Ninji, a Banzai Bill seemingly out of nowhere and a Sledge Hammer Bro. While it isn’t a bad thing to have enemy variety, it works in a focused level design where you build your level around those enemies, but since this is a plain platforming level, they feel thrown in as just yet another hazard to jump over, and they're only used once and don't add much to the level. I actually think the sun works in the second half of the level, since it is at a such level where you can duck under the sun or jump over, but there are Goombuds on the way, I think there’s potential. You also added donut blocks that also could’ve added spice with other enemies, but there are no enemies on donut blocks. Aesthetics are pretty much vanilla, with donut blocks and quick sand, and custom music, but I don’t think that adds much to the score. As it stands, the level is very basic, short and lacking in creativity or substance. If this is one of the first levels you’ve made (if not THE first), I don’t think it’s a terrible level, it’s just alright. If you focused more on sun avoidance and different Goombuds, with occasional enemy variety to spice things up, this could’ve worked pretty well.
Death Count = 0
Design = 13/60
Creativity = 5/30
Aesthetics = 5/10
What youre here for (Snowy Thwomp Night)
I think this level is kinda decent, there’s a few clever moments, such as one obstacle where you have a fire thwomp with one-side blocks and a spring you need to bounce off (shown in the screenshot), although you can cheese it by run-jumping. But hey, at least there’s an attempt. I think the biggest issue is that there's a lot of wasted space, particularly in the second half before the very first chuck, I think you could’ve crammed a couple more obstacles in this level. Then there’s one boxing glove with a fire thwomp, and I’m not sure what that was supposed to be about, but it simply doesn’t work, simply launching the thwomp back up. And while I do appreciate the attempt at variety, the obstacles are still mostly basic, and there's just not much. Aesthetically, it’s very plain looking, the music is good though. Overall, it's alright, but very short and there's not that much to the level, I think it has potential for more clever obstacles with thwomps.
Death Count = 3
Design = 27/60
Creativity = 14/30
Aesthetics = 5/10
BEFORE I FORGET
I think the level goes for an overwhelming design where you have many obstacles in the way, kinda like a gauntlet and I think it accomplishes that decently well, it feels challenging without being unfair. Saving fire flowers is definitely rewarding by allowing of disposing bros’ quickly, and I think the level design is tight and well thought out enough. Although some obstacles do get repeated, particularly in the second half with muncher bridges and electro bros, I think more varied layout would've been nice. I know not many people may like this level, but I did enjoy the type of challenge this level offered. Although I don’t think it’s anything mindblowing with its design or creativity, but it’s definitely an above average experience. Aesthetically, it’s an SMB3 castle, and there’s not much to say about it, it’s pretty standard looking, at least it does use occasional decoration that the tileset provides, and since the level layout itself is varied, it steers the level away from just plain-looking. The music choice is decent. Overall, the level is kinda good, at least I liked it well enough.
Death Count = 16
Design = 39/60
Creativity = 17/30
Aesthetics = 6/10
Needless to say, this is unofficial, this is all just opinions, et cetera and so on.
GOOMBUD SOLAR DESER
A pretty basic desert level that is extremely short. For the most part it's pretty plain and could have had more varied terrain. The enemy selection feels a bit random. Obviously you have Goombuds, but then you have Angry Sun, a couple of Koopas, Ninji, a Banzai Bill seemingly out of nowhere and a Sledge Hammer Bro. While it isn’t a bad thing to have enemy variety, it works in a focused level design where you build your level around those enemies, but since this is a plain platforming level, they feel thrown in as just yet another hazard to jump over, and they're only used once and don't add much to the level. I actually think the sun works in the second half of the level, since it is at a such level where you can duck under the sun or jump over, but there are Goombuds on the way, I think there’s potential. You also added donut blocks that also could’ve added spice with other enemies, but there are no enemies on donut blocks. Aesthetics are pretty much vanilla, with donut blocks and quick sand, and custom music, but I don’t think that adds much to the score. As it stands, the level is very basic, short and lacking in creativity or substance. If this is one of the first levels you’ve made (if not THE first), I don’t think it’s a terrible level, it’s just alright. If you focused more on sun avoidance and different Goombuds, with occasional enemy variety to spice things up, this could’ve worked pretty well.
Death Count = 0
Design = 13/60
Creativity = 5/30
Aesthetics = 5/10
What youre here for (Snowy Thwomp Night)
I think this level is kinda decent, there’s a few clever moments, such as one obstacle where you have a fire thwomp with one-side blocks and a spring you need to bounce off (shown in the screenshot), although you can cheese it by run-jumping. But hey, at least there’s an attempt. I think the biggest issue is that there's a lot of wasted space, particularly in the second half before the very first chuck, I think you could’ve crammed a couple more obstacles in this level. Then there’s one boxing glove with a fire thwomp, and I’m not sure what that was supposed to be about, but it simply doesn’t work, simply launching the thwomp back up. And while I do appreciate the attempt at variety, the obstacles are still mostly basic, and there's just not much. Aesthetically, it’s very plain looking, the music is good though. Overall, it's alright, but very short and there's not that much to the level, I think it has potential for more clever obstacles with thwomps.
Death Count = 3
Design = 27/60
Creativity = 14/30
Aesthetics = 5/10
BEFORE I FORGET
I think the level goes for an overwhelming design where you have many obstacles in the way, kinda like a gauntlet and I think it accomplishes that decently well, it feels challenging without being unfair. Saving fire flowers is definitely rewarding by allowing of disposing bros’ quickly, and I think the level design is tight and well thought out enough. Although some obstacles do get repeated, particularly in the second half with muncher bridges and electro bros, I think more varied layout would've been nice. I know not many people may like this level, but I did enjoy the type of challenge this level offered. Although I don’t think it’s anything mindblowing with its design or creativity, but it’s definitely an above average experience. Aesthetically, it’s an SMB3 castle, and there’s not much to say about it, it’s pretty standard looking, at least it does use occasional decoration that the tileset provides, and since the level layout itself is varied, it steers the level away from just plain-looking. The music choice is decent. Overall, the level is kinda good, at least I liked it well enough.
Death Count = 16
Design = 39/60
Creativity = 17/30
Aesthetics = 6/10