Tip: Using Lunar Magic's "Change Properties in Sprite Header" dialogue, you can adjust the sprite slots in which sprites can spawn. For example, by using a sprite memory setting that doesn't use slot 07, you can easily prevent Reznor breaks in your hack.
This was a very memorable level. I would definitely play it again. The use of aesthetics were very creative. Though the stars were a little cluttered. The cyborg Lava Lotus was pretty cool too. The colorful BG was also awesome. The overall design was pretty swell too. It wasn't too easy and it wasn't too hard. Once again, fantastic level!
First of all, the design. It was memorable. With well thought obstacles, well placed enemies, and a very creative use of tile 1F0 in the second half. Amazing work! Seriously, I have nothing more to say. The design only won't get a 30 because it didn't deserve a perfect score, but it was still excellent.
Stellar Garden was creative. From the theme to the level itself, everything seems well thought and well made. Also, the use of the tile 1F0 is very creative (as I said before). Even the aesthetics feel creative, because you have put some thought on them instead of just throwing any sort of star-like decoration here.
Speaking on aesthetics, they were amazing. However, there are so many of them that they can distract the player a bit. This isn't a serious problem but you could tone down the number of decoration, right? Other than that, excellent work.
To finish, I'd like to say that the music is... unfitting? Maybe that's just my taste. I would suggest this one.
Decided to play it. I have to say, it plays well. I liked it. The platforming side also was mantained interesting, along with a correct of usage of lotuses. Also, to all the designers: this is the kind of usage that should be given to the switch blocks: to help in a few obstacles and maybe even in an optional bonus room. I can say it's a kind of easy level for my tastes, but that doesn't make it bad.
The first part and the second, while using a different idea and managing to be creative in its own, as independent levels, do manage to fit, maybe for the aesthetic and platforms factor. If I have to say which part was more of my likings, I would go with the first. While simple, it manages to provide a fun challenge. Some of the best Lotus usages I've ever seen. The second, while not bad, tries to introduce new ideas differently from the first: autoscroll, tile 1F0 because why not; those which really make these sections stick differently.
Aesthetic-wise, it's cluttered with stars. I do like that Layer 3 moon and L2 BG, tho. Combine with neat palettes. I'm not sure if music fits, though.
if I had to give a numerical score, it would be this:
L.Design ~ 22/30 (the parts need to be more progressive to each other)
Creativity ~ 16/20 (some neat ideas with those GFX manipulation)
Aesthetics ~ 8/10 (cluttered)
Overall ~ 46/60 (it will score good)
Good luck. It was a very good level, with some creative setups.
Finally played this.
Didn't want to do it before I was done with my own level, because I kind of have the same setting and I didn't want to be influenced by your take on it.
Now that I played it, I can say that you did an amazing job.
The palette, overall decoration und graphics are great.
Sometimes I got the feeling that there were a little too many stars, but I is still not to distracting. Consider removing a few in the areas that are a bit oversaturated with those.
I think music choice is fitting.
The level design was top notch.
In the second half I got the feeling that you didn't push your gimmick to the max, but maybe that would have felt too forced, so it's alright the way you did it.
Overall it was a really good level, good luck in the contest
So I just played this level and it's super awesome! I love the Volcano Lotus resprite, that was super creative. Though I'm not really sure if the secret exit was necessary? It adds almost nothing to the level and you have to redo 3/4ths of the level to get to it...