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[Fan Judge] i judge your levels, maybe???

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
More stuff for me to judge, jury and execute.

Quicksand Beach



The level is pretty average. There’s not much threat in this level, and the main obstacle of clearing blocks with throwables isn’t very varied, it’s pretty much all just walls or walls but there’s a pipe with piranha plant and quicksand, but piranhas are easy to defeat with said throwing blocks (since they’re infinite), removing any sort of challenge, and quicksand doesn't spell instant death. The back and forth for throw blocks isn’t exactly fun, although you can destroy these blocks quicker with koopa shells, since there are plenty koopas around and the shell doesn't get destroyed when connecting with the blocks unlike throw blocks. Later on, punchy gloves are introduced, which I think are supposed to be in walls, as their punching hitbox is in front of them, but that’s a minor detail. They’re also used in basic ways, the most challenging part is probably using punchy to get over a single muncher, or over a pipe with a piranha plant, but that’s still not very challenging design. And while I can’t give very high praise regarding level design, I can definitely offer high praise for aesthetics, honestly I think they’re fantastic, and I like the layer 3 sun that gives the background a parallax effect. The only minor issue, very minor, is odd purple pixels on SMB2 trees. Overall, this level is rather safe and lacks clever ideas or setups, and while I don’t think this is a bad level, I cannot imagine it getting a very high score.

Death Count = 0
Design = 25/60
Creativity = 11/30
Aesthetics = 9/10

cloudtop cruise



This level is alright. I actually like the idea of using arrow blocks to craft a bridge, and I think this could’ve been expanded further. The first section with three blocks, you’re only required to hit 2 blocks, while the second one you don’t even have to hit them and you’ll be fine. You’re only required to hit all of them in the second half. I feel the level could’ve made it so hitting these blocks is actually challenging, as you made the platforms safe with conveyors on both sides and a block in the center, may as well not actually have those conveyor tiles, since I don’t think that would’ve made a lot of difference, but that’s just my preference for challenging level design. The only times I felt the blocks are somewhat challenging to hit is when you have electro bros aiming at you. Aesthetically speaking, the palettes and backgrounds are fine, and I can appreciate bubbles floating everywhere to make the level look more lively, although they blend in in the first half with the cloudy background. I really like the music of the second half, and I think that section could’ve been expanded not just to get more use of those arrow blocks, but also for music, as odd as that may sound. The only small nitpick I have regarding aesthetics is that the electro bros’ projectiles are blue and kinda blend in with the background a little, in the first half at least. I don’t know why you can’t have them used the default yellow palette. Also I noticed the fireworks at the end display a glitch graphic as the last frame, but that’s likely baserom’s fault, not you messing something up, and it’s a minor issue anyway. Overall, this level is rather simple, the gimmick with arrows I think is really cool, and it shows potential, I just wish it was explored more.

Death Count = 0
Design = 27/60
Creativity = 13/30
Aesthetics = 7/10

10-PIN MONOCLE



Very unique idea you’ve got here, something I’ve never seen before, utilizing layer 2 and transparency effect in a clever way. It’s executed rather well and there’s quite a variety of obstacles using bowling balls and stacks. I’ll admit, I got pretty frustrated towards the end with an autoscroller part, there are many small platforms and it was so easy to fall off. Thankfully, that section isn’t that long. One minor issue I have is the dragon coin puzzle where you figure out the correct path, I think the message boxes should’ve been placed before doors where you find clues. I entered the first door with a yellow baby yoshi and thought I was dealing with some super obscure mechanic, and I accidently offed myself, losing previous dragon coins. Again, it’s minor but something I thought I’d point out. In terms of aesthetics, for the most part it’s just a white void. In fairness, can’t cram a lot of visuals in here I presume due to how the gimmick is supposed to work, there are occasional decorations and the level layout is varied, but I won’t pretend like this is an amazing looking level. The music is good at least. Overall, a solid and extremely clever level that is occasionally frustrating, but still good fun.

Death Count = 35
Design = 54/60
Creativity = 30/30
Aesthetics = 6/10
Excited for you to diss tf out of my level
"Not all pie sitters cry."
-James Morgan McGill
Want to know how to tell if someone is a BLDC2 fan? Check my comments and find out.

Dirty sewer



While I definitely prefer level design that focuses on one thing and does it well, I respect this level for cramming many different elements that the baserom provides, one thing you can’t say this level lacks is variety. Although most of these elements are used in a basic way, the level is kinda good in a weird way, like with how many different elements there are, I was engaged and wondering what was coming next, and the level itself is decently well designed I thought. The first outside part is pretty generic though, all the interesting stuff is in the sewers. Aesthetically, there’s not much going on, I think there’s a lot of wasted space that could’ve been used to add some visual flare, as the level overall looks kind of bland. I do like the sewer’s background with the toxic waste coming out of the pipe. The music choices are decent, though I noticed the jumping sound effect sounds off for some reason. Overall, a level that meshes many things and doesn’t focus on something particular, but the end result works surprisingly well, even though I think there should’ve been a focus on one element with variety built around it. But the level is still decently enjoyable.

Death Count = 3
Design = 32/60
Creativity = 16/30
Aesthetics = 6/10

Be Loved, Don’t Cry



A solid level, no real gimmick but pure challenging platforming, and I think this level is well designed for the most part. There are some mean obstacles, but I don’t really mind this type of design. One obstacle I didn’t understand is in the first half where you have balls ‘n chains that expand outward and they’re so fast that I’m not sure how to avoid them, only by spawning them, by jumping forward, then back on solid ground and wait for them retract back, which I figured on my second run through this level. I honestly don’t have much to say, I think this is simply a solid above average level, although I don’t think it stands out in any particular way. But it’s fine. Aesthetically, I like the palettes, the music is good, the only issue I noticed is glitch sounds when you die, because the retry’s death sound effect isn’t inserted, sometimes it makes music play some wrong notes. Overall, a decent platforming level.

Death Count = 13
Design = 45/60
Creativity = 22/30
Aesthetics = 7/10

Unidimensional



Hoo boy, this level. Let’s get this straight out the way, this feels like kaizo. Personally I don’t really like playing kaizo (I do like making kaizo, making kaizo levels is fun, there’s a distinction!), because it usually involves repeating same obstacles over and over which can get tedious and repetitive, which Is why my design philosophy is having multiple checkpoints between challenges. That being said however, I actually didn’t mind this level. I don’t know if that’s because I forced myself to beat it for this BLDC2 fan judge thing or what, I did skip a kaizo level when I fan judged one of the 24Ho contests from before. I don’t think many would judge this level, let alone judge fairly since it would be discarded as a kaizo level in a standard contest, and I can see a DQ coming. I don’t think even additional checkpoints would save this level, as it’s just so precise. However, I DID beat it, and I can offer praise and credit where it’s due, even if I’m not a big fan of kaizo levels. I think this level is honestly pretty solid. There were a couple setups that I didn’t care about, like one donut block that goes right in the first half, but for the most part I think this is a pretty well made level, the setups are cool and creative, I can imagine it fairing pretty well in a kaizo contest. The aesthetics are pretty strong too, the tileset and palettes are nice and the music choice is good. Overall, this makes for a bad entry for BLDC2, it’s incredibly tight and brutal, but if judged on its own, this level is not bad at all, pretty good I’d say, and keep in mind, this is coming from someone who’s more of a standard level design type of person.

Death Count = 169
Design = 50/60
Creativity = 28/30
Aesthetics = 8/10
I Have No Mouth, but i can still judge haha

Mario in the castle



A pretty solid level. I like how you introduce new elements and then mix them together to create varied engaging level design. The setups aren’t anything crazy, but it’s still an enjoyable level. I honestly don’t have much to say in regards to level design, it flows pretty well. Regarding aesthetics, I feel a little mixed on. I don’t think orange foreground and green background mesh particularly well, and overall the level looks a little plain. The 8-bit song you’re using is fine, but it does create noise glitches with fire bros. Also, you forgot candle flames in sumo bro section (as can be seen in the screenshot). Overall, It’s still a solid and fun level.

Death Count = 2
Design = 51/60
Creativity = 25/30
Aesthetics = 5/10

Bubbly Beach



I’ll be honest, I didn’t really enjoy the level. The biggest contributor to my frustrations is the angry sun. I think it works much better in a level with even terrain, but not complex design like in this level, and it often comes off as an obnoxious hazard rather than a fun obstacle to avoid, and I think the level would’ve been decently challenging even without it. Perhaps some sections would need to be reworked slightly, but I’d take anything over that goddamn angry sun. For the most part, the level design is fine, but there are a couple spots that I didn’t like, for example, this little section shown in the screenshot, there’s a bubble and a hammer bro just above in an enclosed space, and the bouncing koopa to the right, and don’t forget about the Angry Sun, all of this makes this section quite overwhelming, and also don’t get bonked by the ceiling or exit the bubble from the side, or you’ll meet your doom. Second half was surprisingly easier, even if it’s actually longer, I guess because the sun didn’t feel as much a nuisance, especially in the third section where it’s simply absent. Aesthetically, this level looks and sounds good at least. Overall, this is the kind of level that, on paper, has decent design, but the execution isn’t the best, causing some frustrations along the way.

Death Count = 26
Design = 25/60
Creativity = 17/30
Aesthetics = 8/10

Niagara’s Locksmith



A solid level for the most part, revolving keys and key blocks. There are some pretty good ideas and setups, I particularly liked sections with wrapping, the boss fight at the end is also pretty unique. The only section I didn’t really like is the first checkpoint, where you go back and forth for the key and the the fireflower to trigger an on/off, I found it a little annoying to redo it every time when I died in the mole section. I tried to go for the moon, but didn’t finish that section so I can’t really comment on how well that section is designed. The aesthetics are decent, though I think the small blocks are overused and I would’ve liked to more varied construction, and maybe a few decorations sprinkled in. The backgrounds look good and the music choices are also good. Overall, a good level though not everything works, but when the level works, it works very well, with some cool and creative setups.

Death Count = 34
Design = 47/60
Creativity = 25/30
Aesthetics = 7/10

Jinxed Jars



I found this level to be a bit frustrating, but I do think it’s a well made level. I think there should’ve been like a small tutorial thingy to teach how jars work because I got killed a few times at the very beginning not really understanding what the level wants from me. Aside from that, I don’t really have many issues, at times it’s pretty rough, but manageable, thankfully the sections aren’t that long. The final boss is cool. Aesthetically the level looks and sounds great, the palettes are nice and the level looks visually varied, it's a treat. Overall, it’s a tough but creative level.

Death Count = 46
Design = 50/60
Creativity = 29/30
Aesthetics = 10/10
I'm your 100% GMO free nature-identical fan judge.

-Misty Mountaintop-



A nice standard level. I do like the use of enemy bouncing blocks, although it’s use is mostly the same, for bouncing spinies and once for a thwimp, it’s got potential. There are a few sections where a spiny walks off a ledge and lands on a bouncing tile, another standout is one section where you go down the ledges but there are bouncing spinies to avoid. But otherwise it’s not really a stand out in terms of level design or creativity. It’s a decent level. What the level does stand out in, is it’s aesthetics, I think they’re phenomenal. The palettes are nice, the transparent layer 3 fog looks nice, the tileset looks visually varied, and the music is good. Overall, it’s just a pleasant level. It may not have the best level design, but that doesn’t make it a bad level, it’s still pretty decent, and it has great aesthetics.

Death Count = 1
Design = 41/60
Creativity = 17/30
Aesthetics = 10/10

Laboratory of Trial



I like the idea of room-by-room challenges, but these challenges end up being a mixed bag. Some of them are fine, like this room where you need to melt ice blocks and dodge oncoming fireballs, but there are others that are lacking challenge, like this room. In this one, all you do is wait a little bit, for an offscreen shell to activate a switch, then wait for the right moment for spawned banzai bills to pass, and then quickly grab a key and to the keyhole, basically it's waiting, and then its easy. Or this room, it's easy to dodge roto-discs and squeeze out of quicksand, also why are there no-jump blocks? In this room, the status bar covers on/off switches. Not the end of the world, but I think the status bar should’ve been disabled, leaving only an item box. Also, for the last boss, I think the generated koopas should've been just normal koopas, without wings, timing your pipe entrance can be tricky since you can come out inside of the koopa and take a hit, and you also take damage from firebars while inside a pipe (I thought you can't interact with sprites while inside screen scrolling pipes, but apparently you can, or it's funky like that with custom interactions. I know this isn't your fault, and I'm not taking points away for that, just an interesting, though frustrating observation). The rooms switch objectives, in one room you need a key to unlock progress, in another you need fireflower to melt ice blocks to progress, or you need a throwblock to clear path. The general idea is clear, unlocking progress, but I think the level should’ve focused on just one way and focusing its level design around that, rather than trying everything. Aesthetically, the level looks alright, but some rooms with many different elements can look overwhelming, such as this room. The music is pretty good. Overall, this level is just alright, the rooms are hit or miss, with some decent challenges, but also some that are less so.

Death Count = 12
Design = 30/60
Creativity = 15/30
Aesthetics = 6/10

(Demo)Kronos Island



[image of Krusty saying What The Hell Was That]. This level feels like a playground to test the ideas, rather than an actual level. I suppose that makes it... unique, but not that fun to be honest. It feels like a mess of how many different weird ideas there are. Is this supposed to be a puzzle level to obtain all dragon coins? Well, you can just collect one that replaces a pipe tile, then come back and DC will never respawn, making this level actually really easy. Of course, you wouldn’t know that at first, and wander around aimlessly trying to make out what the hell you’re supposed to do or how to obtain all the DCs. I mean, it says (Demo), so it’s probably not finished… but it was still posted as a submission for BLDC2, and the official judges have to evaluate this. This doesn’t feel very fun to play, it simply feels weird to play. Some neat ideas, but not very well fleshed out. Aesthetically, it’s also weird. The palette for the ground tiles is nice, but some blocks don’t look that great, like green cement blocks. Still, I wouldn’t really call this level pleasing to the eye. The music is vanilla. Overall, a rather messy level. Clearly, it’s supposed to be a big open level about collecting dragon coins, but it’s not even necessary to collect them all due to what I presume is an oversight, and the puzzles/challenges are of questionable quality.

Death Count = 1
Design = 12/60
Creativity = 13/30
Aesthetics = 5/10

Stack Up!



A level that uses arrow blocks, but does so well. The outside part consists of platforming challenges with light puzzle elements, but once you enter a building, the level leans more into the puzzle aspect, and I like it. I like how the level introduces new uses of arrow blocks, like being able to replace another block and then using a p-switch to progress, being able to activate on/off switches, and being able to be activated with carriable sprites. The puzzles aren’t too difficult, but they’re still well designed and fun. Well designed for the most part, this room can be cheesed by simply jumping off the rightmost block, no need to solve this. Although it’s not that easy to perform, I just kinda got lucky the first two runs, but struggled with it on my third run. The only small issue I have is that the level felt like it went on for a little longer than it probably should've. The aesthetics are pretty good, not much to say to be honest, the music is nice. Overall, a solid level that utilizes arrow blocks in a variety of ways and does so well, with some nice platforming and cool puzzles.

Death Count = 6
Design = 51/60
Creativity = 26/30
Aesthetics = 9/10