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Why the sand's hot
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - Why the sand's hot
Pages: « 1 2 »
You may know this already, I'm not entirely sure, but the pipes have cutoff at where they touch the sand. Not a big issue, but it's a bit odd considering all the polish that went into the rest of the aesthetic.
While I wait for testers to try my level, I might as well return the favor and test other levels in this collaboration.

I will edit this post for feedback when I'm done.

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

My Let's Play channel (Current LP: Final Fantasy VI, MegaMari)
Originally posted by Ludus


Oh man, rushed to finish it, i had so much planned out, and it ended that motivation got me down. Shame i haven't done the secret path as i hoped, a blinking sublevel where you need to keep eating the green berries to keep the lights on.


That, and sorry to everyone who wished to beta test it, i've not gone through it for testing in the end. Hope everything is in place.

If someone is willing to find a fitting music for it, i would be very gratefull.



Like /Everlude
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You could've at least sent one of us a PM-download at some point before, but whatever. Might as well see what you've got anyways...

EDIT: Okay, after trying your level... man, this was hard. And annoying on top of that. Half-hard, half annoying... and not in the most ideal way if you ask me.



FIRST HALF



For starts, there is a general issue with the first half of your level where sprites were often disappearing because you simply had too many sprites within the same area (or a Volacno Lotus spits out fireballs that cause things to despawn). For example, a springboard failed to spawn in the above screenshot.

I also noticed this level has a serious lack of powerups, with only two Mushrooms provided throughout the entire stage, one near the begining of the level, and the other at the checkpoint. I think this, above all else, is the major contributer to the difficulty here.



It also doesn't help that the first Mushroom disappears off the top of the screen when you reveal it--at first I thought: "Oh, no, no, no, you did NOT test this, did you?!"



...then about five seconds later it showed up behind me? Later attempts showed me it just stays up high for an usually long time, contrary to my knowledge of general Mario physics!



Nitpick: Glitched ON/OFF block sprite. Also, what is this thing even used for?



The Monty Moles that show up during the block snake run follow me down into this hole. While I could usually stomp the second one before the snake catches up, the first one is already running on munchers by the time it pops out, meaning he drops on my head afterwards unless I can react quickly.



Nitpick: Uh, Mario can suddenly stomp fireballs now? (Yes, I know they're just reskinned Cheep-cheeps).



SECOND HALF



Picture pretty much sums up my experience with this half.

This was where the level went from difficult to outright annoying. Here's the thing: I liked the idea of your gimmick, but it's got a major flaw in that the "fake block boos" spend too much of their time disguised as blocks that I often found myself jumping into traps. Now some of you might be thinking "Well, you should've paid attention!" That may be, but care to explain what I was supposed to do when I was confronted with this?



I had no idea what to do here until the answer showed up too late. If I had seen those ghosts show themselves earlier, before I was dunked into the lava, I would've known exactly what was going on.

As for other issues?



Nitpick: Climbing up these ropes and platforms was surprisingly annoying as Big Mario, as I kept bumping my head into the ceilings, or slipping off the slope.



Hmmm, this looks interesting. I should check it out!



Woah, gotta think fast! Placing that kind of steep-slope terrain below a blind jump isn't exactly a nice thing to do to the player.



This setup was just horribly unfair...



Overall opinion: As to be expected from you, your level had great aesthetics. You also had clever ideas, but not the best implementation of them. A scarcity of powerups combined with lots of enemies makes for a rather harsh slog through the first half, while the ghost-effect on the fake blocks of the second half isn't always apparent when I'd want it to be. All of these could've easily been fixed, had you set aside a bit more time to work on your level and get testers, but I'm not even sure if we're allowed to make changes now that the deadline has passed.

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

My Let's Play channel (Current LP: Final Fantasy VI, MegaMari)
First of all, thanks for the review/testing, i really appreciate it.

Originally posted by GeminiRage
You could've at least sent one of us a PM-download at some point before

I've rushed to finish and test the level about 2-3 hours from the deadline, i wasn't even expecting to submit it, but since i had some level i thought i would just upload it.

Originally posted by GeminiRage
Hard and annoying

Yeah, the difficulty for most part comes because of lack of testing AND that it was designed to be a harder level version.
What i mean is, there was supposed to have a easy level at a point, and this hard part reserved to be played with yoshi, and green berries, a kind of speedrun where you have to eat a green berry every 20 seconds, while avoiding the chucks (While the easy version would have only a few). This speedrun challenge would be unlocked after beating the level once, (You start the level from midpoint, and once you beat the level you are bought to the entrance, where a pipe will be unlocked for this mode.

Originally posted by GeminiRage
Nitpick: Glitched ON/OFF block sprite. Also, what is this thing even used for?

Known problem, just got no time to search a fix for it (I tested the whole thing with 2 hours from the deadline). Also, it is used to open the secret exit, cheap trick though, I know.

Originally posted by GeminiRage
It also doesn't help that the first Mushroom disappears off the top of the screen when you reveal it--at first I thought: "Oh, no, no, no, you did NOT test this, did you?!"

I tested. Did not thought it would be that big of an issue, just a game bug, but nothing game breaking.

Originally posted by GeminiRage
Nitpick: Uh, Mario can suddenly stomp fireballs now? (Yes, I know they're just reskinned Cheep-cheeps).

Heh heh, thought the same thing. Sometimes i value the idea over logic :p

Originally posted by GeminiRage
Boo Blocks

Yeah, i also felt like making the animation faster, but i wouldn't bother to change it that close to deadline.

Originally posted by GeminiRage
Nitpick: Climbing up these ropes and platforms was surprisingly annoying as Big Mario, as I kept bumping my head into the ceilings, or slipping off the slope.

That's weird, Even when it was one tile higher on the original level, I did this jump easy multiple times.

Originally posted by
Woah, gotta think fast! Placing that kind of steep-slope terrain below a blind jump isn't exactly a nice thing to do to the player.

Heh heh, my bad.

Originally posted by GeminiRage
your level had great aesthetics. You also had clever ideas, but not the best implementation of them.

Agree, implementation isn't my strong point. I'm working on it.

On another note, i know the level could have been way better, just that my motivation gone away after the first 2 screens, after that i just felt like dragging myself to finish the level. Not half of the ideas i initially planned made into the level, that is a shame.

Again, thank you.



Like /Everlude
Follow @Ludus.Art

I'll test it
Sorry, but there's no need for beta testers at this point. If you want to play and give feedback though, download it Here, your feedback will be much appreciated.



Like /Everlude
Follow @Ludus.Art

I realized that after I posted. great level though
Pages: « 1 2 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - Why the sand's hot

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