I suddely felt like giving the submitions for this competition some constructive feedbacks. I've submited my entry and got nothing to do on this boring sunday, so I'll start out with the 6 first submitions from FirePhoenix list.
Patgangster: Funkytown Survival
First impression was that this was gonna be quite hard, knowing you from TAS'es and Kaizos. The palette of this level is for me quite ironic, and its ok, but overall not that nice. This is also a autoscrolling level, and thats gonna cause many problems for this tight hallway.
Here is a functional issue. The thwimp got a non-linear pattern to jump in and he'll just find new random places to jump to. This isn't causing any huge problems, but it cause randomness and the player can't really trust it moves on other thwimps.
If I get this mushroom and go up in the 1-tile high space between the ?-blocks and the celling, glitches may happen.
Just a little nitpick. If you look at this pic you'll see it soon enough.
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Glitch.Mr: The Hack 3
This level was quite good. No real issues. The level design was quite decent and there wasn'tmuch puzzles and thinking. For me it felt like a 103 remix, and thats cool. The palettes was slightly changed, and that together with the land structure brought the 103 vibe in there.
Good level but nothing that really made me impressed.
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Mariosyoshishade: Luigi's Revenge
The first impression when I entered this level was the palettes. They were really depressing. Slightly color on some things and other were brown and grey. For this picture I'm gonna tell my oppinion on faces or other things made my land masses. So first, its quite creative and all, but the thing is, they really don't fit in any level (IMO). They just seem to bring this unseriousness into the hack, like the creator went bored and made some sculptures. If you want to include these, put them in a bonus room or somthing, thats my advice, bucause you got plenty of them in this level.
Just a little suggestion, never put a pipe like that under a passable ground tile. It just seems strange that mario can't pass it. If you wanna do this anyway, put a pipe-end tile on the botton too.
So, the checkpoint brings you all over the world when you die. This is just a nitpick, but it can be confusing for some players. No need to change tought since midway points is a pain to create. ALSO; Slowdown in the first pic with the chucks.
If I take the mushromm and jump inbetween the space by the celling and the ? blocks, I can glitch trought the wall. Always get 2 tiles of space between blocks and the celling to prevent this glitch.
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Roberto zampari: Orange Forest
Overall a decent level. The palettes was like the name of the level said and the level design was ok. Now in this pic, I'm nitpicking ALOT, but the midway point enterance after I died was so close to the midway point object, could you try to make it so mario start in the object instead of 3-4 tiles to the left, it'll look a lot more complete.
Now, this is also a nitpick, but the coins you've places here just seem so random, but that I mean the coin structure. I would go with lines or pattern of coins instead of something that looks like a H.
Here I tried to reach the top of the pipe by running for a long time, and it did work some times but the koopa killed my every time. Then I suddenly found this hidden ?-block. I mean, try to indicate that this block exsists, maybe by putting some coins around it.
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sunwarrior25: PMP Micro Mini GO
Cool OW bro. (Edit) Yea I know it doesn't count in the score, but I just tought it was worth mentioning
The level has been decent until this part. Here you place two ballons that the player need to get to progress in the level. one suggestion: Never place items that the player need in order to progress UNLESS you got a reset door. Here I could have missed both ballons and then I would need to fuck it up that turn.
This empty area of water was so unessesary just to get this 1 coin, at least thats the only thing I found.
Just reminding you that waterlevels shouldn't have a pit in the bottom, you can swim under it.
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Sokobansolver: Punishing Pothole
Got to say first that I like the gimmick of this level. That sprites can go trought these yellow bricks, but mario can't. I honestly don't know how you do that vanilla wise, I would like to know. Also, fair enough palettes.
When I come out of the bonus room I noticed that the yellow bricks where moved upwards like 2 pixels, and it stayed like that. Strange.
Slow down, remove some sprites.
Kinda tight just for big mario, make the thunnel more open.
This was just bloody hard. Make it more easy, maybe be removing a thwomp and make the thunnels more open.
This just reminds me of a kaizo trap altought its easy to acomplish.
Too tight again. I need to jump perfectly at that climbing koopa in order to progress and don't die.
Here is were I stopped playing. Its just too hard. You need to make it easier in this part of the level!
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So yea, I'll post more feedbacks when I get the time, I hope this helped some=)