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[Fan-mini-judge] Let's make the best colla... I mean contest shall we? (finished)

5 days left... Hopefully the creators see this thread to improve their entries #w{=3}

I will use grade from A to G:
A: No issues (only minor ones) and is fun
B: Fun but has at least an issue / No issues but less fun
C: Has Issues and is not that fun
D: Boring level and/or has a lot of issues

E: Has strongly divisive design quality (It may be awful or fantastic)

F: Have major issues that ruins the level, fixing those is very important
G: Same as F, but the level will still be bad #tb{:(}

If the rating is the letter K: it's kaizo, I won't rate those. I changed my mind, I will review those, but much later... :D (Submission time is over, let's review those!)
This rating was made to dissuade people making kaizo when it's not allowed...


Note: Vanilla retry is for me a bad design if it's not justified. (Edit: If it's the only issue, the A rating stays)


I will also rate the difficulty from 0(ultra easy) to 10(ultra hard)

Entries 1-10
Entries 11-20
Entries 21-30
Entries 31-40
Entries 41-53


Entry 1: GOOMBUD SOLAR DESER

Rating: D
Difficulty: 2
Issues:
-Vanilla retry (add object A3 or A4 in the sublevel)
-Only 3 dragon coins

The level is too boring otherwise, sorry :(
(No you won't be dq by the music goal, I think)


Entry 2: what youre here for (snowy thwomp night)

Rating: B A
Difficulty: 4
Issue:
-Vanilla retry (add object A3 or A4 in the sublevel)

Cool short level but the 2nd half looks rushed.


Entry 3: BEFORE I FORGET

Rating: C
Difficulty: 9
Issues:
-Vanilla retry (add object A3 or A4 in the sublevels)
-The autoscroll and the muncher bridges force the player to go pass then very soon, which makes those obsticles unfair.
-The firebar at the boss battle allows a safe zone on the far right, making this boss too easy! (advace the right wall 1 to the left)

Very challenging level but why 3 easy power-up at the 1st half? Also some of those elec bro at the 2nd half are placed in cramped spaces, making very hard to avoid those lightnings.


Entry 4:
.bps patch failed #smrpg{ohno}


Entry 5: Quicksand Beach (updated 14/dec/12)

Rating: B -> A
Difficulty: 5 -> 5
Issues:
-Vanilla retry (add object A3 or A4 in the sublevel)
-The conveyer animation is wrong, unless this is intended (if it's not you can just copy the level exAnimations from the demo level 105)

Beautiful sunset level! #ab{8-)}
(14/dec/12) #w{=D}


Entry 6: cloudtop cruise

Rating: B
Difficulty: 4
Issues:
-Vanilla retry (add object A3 or A4 in the sublevels)
-The celling sloped act wrongly! (Easy fix: #lm{gfxby} change FG/BG GFX from (normal 2) to (underground 1))

Cool kinda easy level, it's unusual to have the conveyer making the platforming easier.


Entry 7: 10-PIN MONOCLE

Rating: B -> B
Difficulty: 8 -> 8
Issue:
-The 3rd part is kaizo-y (maybe add more spikes at the bottom and give the player a mushroom)
-14/dec/2022: Oops

There's 5 dragon coins, 3 moons (max 2) and an 1-up checkpoint.
Very unique idea! Ouch my eyes too! There's a very frustating part where I just can't land of the right block almost all the time.
Maybe remove it and force the player to spin?
(14/dec/2022) #smrpg{ohno}


Entry 8: Dirty sewer (Updated 21/dec/2022)

Rating: A B
Difficulty: 6
Issues:
-21/dec/2022: Sorry for missing that issue #smrpg{ohno}: The last green exit pipe can be entered and softlocks mario!

There's 5 dragon coins.
Pretty fun and varied level, I do wish the falling up donut blocks are better signaled.


Entry 9: Be Loved, Don't Cry

Rating: A
Difficulty: 7
Issues:

There's 5 dragon coins.
Very fun level, I loved it! But why the free 2 capes (with the super koopa with a cape) at the checkpoint? I would change it to a regular one.


Entry 10: UNIDIMENSIONAL

Rating: K
Difficulty: 10
Issues:

It's a very well made mildly hard kaizo level, but why not use it for the upcoming KLDC?


Album links: https://imgur.com/a/f2VUxsz, https://imgur.com/a/9q6WEXE
My 1st romhack in progress (testing avaiable)...
(beta)

Originally posted by TheKazooBloccGosh

Very challenging level but why 3 easy power-up at the 1st half? Also some of those elec bro at the 2nd half are placed in cramped spaces, making very hard to avoid those lightnings.


I added some easy powerups since the level is VERY challenging without them, and I've gotten feedback saying that I should add more powerups because of the reason I just mentioned.
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Colour scheme based on the awesome ViM theme, Gruvbox.
Originally posted by mish1
Originally posted by TheKazooBloccGosh

Very challenging level but why 3 easy power-up at the 1st half? Also some of those elec bro at the 2nd half are placed in cramped spaces, making very hard to avoid those lightnings.


I added some easy powerups since the level is VERY challenging without them, and I've gotten feedback saying that I should add more powerups because of the reason I just mentioned.


I agree, adding more power-ups at the 2nd half also balances the level, better to be too easy than too hard.
My 1st romhack in progress (testing avaiable)...
(beta)
I really appreciate the Krazy good rating, thanks for enjoying my level :D
"Not all pie sitters cry."
-James Morgan McGill
Entries 1-10
Entries 11-20
Entries 21-30
Entries 31-40
Entries 41-53


Entry 11: Mario in the castle

Rating: B
Difficulty: 7
Issue:
-The lightning's fire hitbox somehow touch mario when it touch those celling pillars (easy fix: remove blocks on the blue line)

Cool bouncy castle level!


Entry 12: Bubbly Beach

Rating: F
Difficulty: 10
Issues:
-Vanilla retry (add object A3 or A4 in the sublevels)
-The angry suns makes this level way harder and way unfun than it should be since they are unpredictable and there's very hard bubble platforming! (Please remove them)

There's 5 dragon coins.
I could have fun if not for the angry suns :(


Entry 13: Niagara's Locksmith

Rating: E
Difficulty: 8
Issues:
-The level feels it belong more to kaizo, but I'm not sure...
-The BLDC easter egg can confuse the player as "hold B" "hold L"

There's 5 dragon coins and 1 moon.
Really cool level about keys! But I'm worried it's mostly kaizo...


Entry 14: Jinxed Jars
Rating: E
Difficulty: 7
Issues:
-There's only 1 power-up, the level is really close to kaizo...
-What happened to the vanilla castle tiles?? (It shouldn't matter, hopefully...)

Great use of the jars! But it feels like kaizo...


Entry 15: Misty Mountaintop (Updated 11/dec/2022)

Rating: B -> A
Difficulty: 5 -> 5
Issue:
-Careful with the cellings, Mario can go above and fall to a unescapable pit!

There's 1 moon.
Cool night level! #tb{:>}
(11/dec/2022) #w{=D}

Entry 16: Laboratory of Trial (Updated 08/dec/2022)

Rating: B -> B
Difficulty: 6 -> 7
Issue:
-Mario is safe (by ducking when big) from the banzai bills from the generator!
-The fire flower generator on the white pipe spawns visually in front of the pipe. (#lm{16x} Use custom map16 tiles with priority set to on to put the fire flower behind.) (The green pipe one already works fine)

Fun trial, pretty cool boss!
(08/dec/2022) I appreciate your level update! #w{=)}
(14/dec/2022) Baserom updare I think


Entry 17: (Demo)Kronos Island

Rating: F
Difficulty: 1
Issue:
-The dragon coin that keeps the exit witch I assume requires 5 dragon coins can be collected and bypass the dragon coin check!

There's 9 dragon coins, 1 moons.
One of the most unique entry of bldc so far! Too bad an major cheese skips the gimmick :(



Entry 18: Stack Up!

Rating: B
Difficulty: 6
Issue:
-Mario can cheese a puzzle with p-speed

There's 5 dragon coins and 1 moon.
Excellent level about the stack block! #lm{expsel}#lm{previcn}


Entry 19: Autumn Park (Updated 08/dec/2022, 14/dec/2022)

Rating: B -> A -> A
Difficulty: 6 -> 6 -> 6
Issues:
-Vanilla retry (add object A3 or A4 in the sublevels)
-Pipe cheese: When entering the reset pipe with a falling donut (with big mario maybe), instead of retrying it pass the puzzle!


There's 5 dragon coins.
One of my favorite level of BLDC so far, good job!
(08/dec/2022) #w{=D}
(14/dec/2022) #w{=D} #w{=D}


Entry 20: 1 2 3 4 Go roKu

Rating: D
Difficulty: 8
Issues:
-The moon is free if going for the dragon coins (the 1st)
-The disco shell can blindly attack mario who's riding a falling up donut block; The stack block sometimes fails to delay the disco shell.
-Mario will get unfairly hurt on the star rush if he got all coins turns blocks and having bad timimg of the frost bro (it's too hard to avoid the snowballs)
-The falling spinies on the left rising platform is misplaced 1 right after a bit (the left of the left platform is safe from the spinies)
-The power-up removal is unjustified, also no reset door on a pretty tough p-switch puzzle!

There's 5 dragon coins and 1 moon.
What happened to the 2nd half of the level!? It went from ok to painful!


Album link: https://imgur.com/a/kwHMQIp
My 1st romhack in progress (testing avaiable)...
(beta)
Entries 1-10
Entries 11-20
Entries 21-30
Entries 31-40
Entries 41-53


Entry 21: Conveyor Castle (updated 09/dec/2022, 14/dec/2022)

Rating: D -> A -> A
Difficulty: 5 -> 5 -> 5
Issues:
-There's cutoff on the celling! (can be seen with p-speed)
-The sublevels 2 and 3 entrances should be coming out of a pipe (#lm{1door} change Mario action to Vertical pipe exit up)
-There's a hole in the celling Mario can go above it and pass through the ground
-With the cape (or a shell jump), Mario can go above the celling walls...
-On the boss, the custom checkpoint makes a cutoff checkpoint tile on the left. (#lm{objects} Add direct map16 tile 25 on the left of the checkpoint to remove that cutoff) (Checkpoint removed, is it intended?) (Checkpoint restored, so it was unintended!)

Enjoyable conveyor castle level, aside for the issues.


Entry 22: Perilous Pipeline

Rating: B
Difficulty: 4
Issues:
-Vanilla retry (add object A3 or A4 in the sublevels)
-Mario can easily go above the celling!
-The last retry doors send instead Mario to the end.

There's 5 dragon coins.
Cool pipe variety level.


Entry 23: OFF-n'-ON Again

Rating: K
Difficulty: 10
Issues:
-Some custom checkpoints make a cutoff checkpoint tile on the left. (#lm{objects} Add direct map16 tile 25 on the left of the checkpoint to remove that cutoff)

Unfortunately, it plays as kaizo. The thwomps' forced waiting before room 10 (which btw is really hard) make the latter room so much frustating. Also I manage to not get hit at the boo laser room.


Entry 24: Big Small (updated 11/dec/2022, 14/dec/2022)
Rating: G -> D -> D
Difficulty: 9 -> 7 -> 7
Issues:
-Vanilla retry (add object A3 or A4 in the sublevels)
-The sprite generators are either misplaced or visually in front of the pipe (For the latter, #lm{16x} Use custom map16 tiles with priority set to on to put the sprite behind.)
-The top of the 3rd p-switch door is a normal door. (11/dec/2022: Well now it's an activated blue p-switch, but why not the outlined one?)
-Too few checkpoints and huge difficulty spike at the end!
-11/dec/2022: The new checkpoints and the original checkpoint doesn't have the same style.

The 1-hp asm (which is justified) with very long sections (only 1 checkpoint) and a huge spike of difficulty on a otherwise boring level makes ]a very miserable experience can easily increase frustration since the level design is kinda boring. #smrpg{ohno} The gimmick is not used at it's true advantage but more as aesthetics only.


Entry 25: Mad Mechanism (Updated 09/dec/2022)

Rating: B -> A
Difficulty: 10 -> 10
Issue:
-The green swifit in the image can make unavoidable damage to mario!

There's 1 moon.
Super hard level, but it feels good to complete it!
(09/dec/2022) :)


Entry 26: Pipe Treeway (updated 14/dec/2022)

Rating: D -> D
Difficulty: 7 -> 7
Issues:
-Vanilla retry (add object A3 or A4 in the sublevels)
-No reset pipe for the required shell for the key.
-Mario can get stuck here
-Confusing use of one-way gates on the thin walls/floors (why are they here?) (14/dec/2022: I see you used arrow blocks to guide the player but the use of the one-way gates are still odd, are they just all against the player? Weird...)
-The flying spinies projectiles can hurt Mario while warping on a fast pipe.
-The sumo brothers' fire can glitch
-Unfair thwomp placement
-14/dec/2022: I think you used the wrong blocks...

I didn't enjoy this one, also there's too much downtime (fast pipe, line platforms...) which increase tedium.
(14/dec/2022) #w{=(}


Entry 27: Haunted Jungle (updated 14/dec/2022)

Rating: B -> B
Difficulty: 6 -> 6
Issues:
-Vanilla retry (add object A3 or A4 in the sublevels)
-Unlike every other sections, checkpoint 1 doesn't have a mushroom
-The moon can be obtained simply by climbing the bowser ball launcher (or spinjumping on a ball)

There's 1 moon.
Very fun and unusual haunted level!
(14/dec/2022) Cool colors update #w{=)}


Entry 28: Magic Ride Mayhem

Rating: A
Difficulty: 8
Issues:

Very fun magic platforming ride!


Entry 29: HAYWIRES

Rating: A
Difficulty: 8
Issues:

There's 5 dragon coins and 1 moon.
Really cool speedy level! I recommend filtering mushrooms for the moon. #tb{:>}
(14/dec/2022) Probably a baserom update.


Entry 30: [HASTE BRANCH - ] PLATFORM COMPANY (updated 14/dec/2022)

Rating: E A -> E B
Difficulty: 7 -> 7
Issues:
-Did you just, put a
dev checkpoint with the 1-up checkpoint?
Why?
(17/dec/2022: It was intended as a secret)
-I don't think those
"hi :) (why gooey? #smrpg{ohno})"
are allowed... Unless it's done by merging which in case, how?
(17/dec/2022: It did follow the rules, thanks for the clarification #w{=3})
-14/dec/2022: Since the water is not death anymore, a new issue appears; The boss bass' platform can sometimes off-screen despawn.

There's a 1-up checkpoint.
Cool factory level, but the bass boss section could be extended in my opinion (then have another checkpoint). But I'm worried and not sure you break the BLDC rules...
(14/dec/2022) #w{=(}


Album links: https://imgur.com/a/Ccq3z5N, https://imgur.com/a/uQpdxQd, https://imgur.com/Qp5rRXP, https://imgur.com/a/jI2S0qO
My 1st romhack in progress (testing avaiable)...
(beta)
Originally posted by TheKazooBloccGosh
Entry 25: Mad Mechanism

Rating: B
Difficulty: 10
Issue:
-The green swifit in the image can make unavoidable damage to mario!

There's 1 moon.
Super hard level, but it feels good to complete it!


Since seeing this I revised that section in a way I feel will eliminate that problem, so thank you for playing my level! :)

Originally posted by TheKazooBloccGosh
Entry 15: Misty Mountaintop
...
-Careful with the cellings, Mario can go above and fall to a unescapable pit!

Whoops, didn't even occur to me you could get above those walls. Fixed!
Entries 1-10
Entries 11-20
Entries 21-30
Entries 31-40
Entries 41-53


Since the time for submissions is over, the rating can't be improved. #smrpg{gasp}


Entry 31: PIPE CRAZE

Rating: B
Difficulty: 9
Issues:
-Vanilla retry (add object A3 or A4 in the sublevels)
-The moon path difficulty is crazy hard kaizo hybrid, and you give the player no checkpoint at the begining of that path???

There's 5 dragon coins, a 1-up checkpoint and a moon (please skip).
One of the hardest yet fun standard level! Thankfully the checkpointing is good (except for the moon).


Entry 32: Geysers of life

Rating: A
Difficulty: 7
Issues:

One of the most unique use of the pipe spawner!


Entry 33: It's Cold Outside

Rating: C
Difficulty: 2
Issue:
-You forgot to remove a demo checkpoint

The level is way too easy, the challenge is near non-existant.


Entry 34: - Periphery -

Rating: B
Difficulty: 6
Issue:
-Mario can die after the goal because of the auto-scroller.

Beautiful level! Probably one of the best entries!


Entry 35: MUNCHER CRUNCHER

Rating: D
Difficulty: 3
Issues:
-Vanilla retry (add object A3 or A4 in the sublevels)
-Layer 2 cutoff
-The boss is unbeatable until entering the level from the checkpoint, it's because of camera position things...

There's 1 moon which requires foreign power-up.
The 1st part has too many power-ups, the 2nd has a cool boss ... but broken.


Entry 36: Lumber Exchange

Rating: A
Difficulty: 7
Issues:

Very fun level, nothing else to say.


Entry 37: Sky Plains

Rating: F
Difficulty: 10 (did not beat legit)
Issues:
-The level absolutely needed another checkpoint at the for the autoscroll sublevel!
-Vanilla retry (add object A3 or A4 in the sublevels)
-The timer doesn't reset at the long autoscroll.
-Some poison mushrooms despawn (put them at the most right of the back-and-forth path for garanteed spawn)
-The celling sloped act wrongly! (Easy fix: #lm{gfxby} change FG/BG GFX from (normal 1) to (cloud/forest))

There's 5 dragon coins and 1 moon.
The autoscroller sublevel is super frustating since there's no checkpoint and is the hardest, removing all the fun! I use a savestate at the start of that sublevel.


Entry 38: BEACH BALLS

Rating: C
Difficulty: 9
Issue:
-The stacks sprites sometimes spawn broke (But I think I have a solution: Use objects 9D and 9E so they can't mis-spawn (and they also may make the level more fun) (and change a tiny bit of the design since the dorphin on the 2nd sublevel doesn't spawn))

I didn't really enjoy this beach, some obsticles at the 2nd sublevel are tedious to pass or feels unfair to get hit. (Somehow with objects 9D and 9E they feels more fair? I'm not sure.)


Entry 39: [Green Tower] of Boredom

Rating: K
Difficulty: 10 (did not beat legit)
Issues:
-At the muncher bridge room, the checkpoint send to level 0!
-The hammer bro exit pipe is incredibly hard to get, too frustating to do that room legit!
-The yoshi room can be easily cheesed by the reserve box.
-Zone 1 is so much harder than 2 and 3
-At the shell-key room the shell upthrow part will make the shell and the key on the same tile, with very hard poison mushrooms and keyholes to avoid on the right: too frustating (did use savestate)
-Mario can outrun and despawn the bowling balls (not sure how to do without that...)

This is one of the worst kaizo level I played, the difficulty progression is inexistant, lots of obsticles are tedious; The brutal uppipe exit and the broken checkpoint makes the level terrible! #smrpg{ohno}#smrpg{ohno}


Entry 40: QUIT FOLLOWING ME!!

Rating: A
Difficulty: 6
Issues:

Amazing puzzle level!


Album link: https://imgur.com/a/uF3u4aK
My 1st romhack in progress (testing avaiable)...
(beta)


Hey, thank you for your feedback and playing my level again! I wish I had seen your post and fixed those issues.

Anyway again, ty for your patience and feedback!
Yo Yo YOOO
Originally posted by TheKazooBloccGosh
Issues:
-Did you just, put a
dev checkpoint with the 1-up checkpoint?
Why?
-I don't think those
"hi :) (why gooey? #smrpg{ohno})"
are allowed... Unless it's done by merging which in case, how?

dev checkpoint was meant to be a sneaky little secret short cut, not at all something we used during testing


the
"hi :)"" graphic is actually in the baserom as is.


tl:dr - we didn't break the rules.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Originally posted by TheKazooBloccGosh

Entry 33: It's Cold Outside

Rating: C
Difficulty: 2
Issue:
-You forgot to remove a demo checkpoint

The level is way too easy, the challenge is near non-existant.


Thanks for judging Demo checkpoint is here because a bug in retry system if I delete it retry system stops working
Entries 1-10
Entries 11-20
Entries 21-30
Entries 31-40
Entries 41-53


Entry 41: STARRY SKIES CASTLE

Rating: B
Difficulty: 8
Issue:
-There's only 4 dragon coins |-O! I think you forgot to do the secret room at the 2nd checkpoint indicated by the red arrows. (18/dec/2022: I missed a dragon coin, oops)
-18/dec/2022: Mario can go above then through the ground with the rising platform, and at the 4th dragon coin

Pretty hard but fun platforming level!
(18/dec/2022) Sorry for my misjudging #smrpg{ohno}


Entry 42: HYDROPHOBIC DENIM

Rating: B
Difficulty: 8
Issues:
-There's a softlock on the shell bro section
-And another one on the moon section, that's because
the defeated sprites touch the off blocks too down below


There's 6 dragon coins (5 max) and a moon.
Very cool use of the sprite water tiles!


Entry 43: Fire Bar Furnace

Rating: A
Difficulty: 8
Issues:

There's 5 dragon coins.
Simple tough autoscroll fun level. I'm not a fan of the dragon coins locked by just getting not hit.


Entry 44: Chucks Frosty Field

Rating: A
Difficulty: 6
Issues:

Cool mix of chucks, ice bros and sticky blocks!


Entry 45: Bro, It's Hot Bro.

Rating: A
Difficulty: 7
Issues:

Fun short level with all but ice bros.


Entry 46: World @-4 (World \62\63-4)

Rating: A
Difficulty: 6
Issues:

A well made smb1-like level with a funny "bowser".


Entry 47: Sliding Castle

Rating: A
Difficulty: 3
Issues:

A rare castle level made for sliding fun, and is fun. (With cursed clouds!)


Entry 48: Brown Block Volcano

Rating: A
Difficulty: 7
Issue:

One of the coolest section I ever seen on the 2nd half, good job!


Entry 49: The Small Sky

Rating: B
Difficulty: 5
Issue:
-Some celling slopes act wrongly! (Easy fix: #lm{gfxby} change FG/BG GFX from (normal 1) to (cloud/forest))

A nice level, nothing else to say.


Entry 50: Starsmagoric

Rating: F
Difficulty: 6
Issues:
-Yoshi can fly under (and above) the level, skipping almost all the 2nd half!
-Vanilla retry (add object A3 or A4 in the sublevels)
-Mario can't see the bottom ground on the fire bro part (quick fix: #lm{MARIO69} Check "Allow viewing full bottom row of tiles") (and fix the now visible cutoff)
-Mario can bring back the p-switch and go through the blue mini-pipe at the start, leading into a softlock!

What a weird level, too bad the 2nd part is fully cheesed!


Entry 51: POTS 'N PANIC

Rating: F
Difficulty: 6
Issues:
-The pot on the piranha stack crashes the game!
-Vanilla retry (add object A3 or A4 in the sublevels)
-The pipe spawn a glitched paragoombud
-The pipe entrance to the boo battle can be entered without "activating" the exit pipe by the 1-up checkpoint
-That 1-up checkpoint can fail to activate
-There's only 4 dragon coins!

There's a moon and a 1-up checkpoint.
What a disaster of a level #smrpg{ohno}. At least the idea, the aesthetics and the base gameplay are good.


Entry 52: Waltz of the Yoshis

Rating: G
Difficulty: 1
Issues:
-In all but the green path, yoshi can fly and go above and under the level, skipping almost everything!
-Vanilla retry (add object A3 or A4 in the sublevels)
-In the green path there's blind jumps to the platforms
-In the red path, yoshi's fireballs don't melt the ice blocks!
-In the blue path, the cloud got the same issue as flying yoshi

There's 5 dragon coins and a 1-up checkpoint.
The issue with blue shells/disco shells/blue yoshi(/cape feather) is that yoshi (or cape mario) can fly over/under most of all obsticles of the level, making the level pointless. The yellow path being the easiest. The green path is the only one with a decent challenge.


Entry 53: jardin des pillules

Rating: F
Difficulty: 5
Issues:
-The exit doors are entreable, all but one leading to level 0!
-Mario can fly above the wall and go though the ground
-Background cutoff

Amazing level, if not for the huge door mistake... #smrpg{ohno}


End of the mini-fan-judging!

I finally have finish fan-judging a contest after all unfinished ones!
Thank you for reading my thoughts (and fixing the levels) #w{<3}#w{<3}#w{<3}


Album links: https://imgur.com/a/lAK3Emh, https://imgur.com/a/xO4azlw
My 1st romhack in progress (testing avaiable)...
(beta)
Originally posted by TheKazooBloccGosh
Rating: B
Difficulty: 8
Issue:
-There's only 4 dragon coins |-O! I think you forgot to do the secret room at the 2nd checkpoint indicated by the red arrows.

Pretty hard but fun platforming level!


There actually are 5 dragon coins, I'm not sure which one you missed though (might have been the one at the start very, its pretty hidden). The red arrows were meant to show that you were gonna get crushed if you didn't get off the platforms. Anyways thanks for taking a look at it!
Originally posted by Littleminer64
Originally posted by TheKazooBloccGosh
Entries 1-10
Rating: B
Difficulty: 8
Issue:
-There's only 4 dragon coins |-O! I think you forgot to do the secret room at the 2nd checkpoint indicated by the red arrows.

Pretty hard but fun platforming level!


There actually are 5 dragon coins, I'm not sure which one you missed though (might have been the one at the start very, its pretty hidden). The red arrows were meant to show that you were gonna get crushed if you didn't get off the platforms. Anyways thanks for taking a look at it!


Oh my bad, I missed the dragon coin behind the thwomp, and also missed celling issues. Sorry #smrpg{ohno}
My 1st romhack in progress (testing avaiable)...
(beta)
I didn't submit it for KLDC because I made this for BLDC, plus contestants are encouraged to make the levels in the tine window the contest opens and closes. But apart from that, I didn't intended it to have the difficulty level that it currently has, I had a very skewed perception of my level's difficulty while I was making it, and I would have taken it out of the contest if some people didn't tell me to leave it
"Not all pie sitters cry."
-James Morgan McGill
Also, GG on finishing "judging" :D
"Not all pie sitters cry."
-James Morgan McGill