im more interested in the .gif of somebody trying this for the first time. It looks super cool and fun when its played properly, but it also looks very dependent on reaction time in scenarios you dont see until they're already happening. Particularly the skull raft part, I have no idea how I'd manage to get through that alive.
idk if toning down the difficulty would even be an option without entirely disrupting the flow of things. dam
looks very dependent on reaction time in scenarios you dont see until they're already happening.
Like when you have to jump on the falling Buzzy Beetle to get to the other side.
If you changed the falling platform to an stationary platform it would be acceptable because you could screen-reset the Beetle using L+R if you failed to get him the first time.
Really super creative setups so far, RIP my eyes after watching that gif though haha
I know you don't care about aesthetics that much, but for some reason, I really like how those light blue pipes look with the icy foreground, I would maybe put pipes all around in different areas. Also, the icy cave background looks ehh to me, you can just fix that easily by turning it into a gradient.
Level design looks super good. I was kinda unsure about the kicking football guy part, but I think most people won't try to tank a hit and run through him, and wait instead. Also, while this looks challenging, it looks a lot more fair than your vldc9 level.
Damn son! Outstanding level! Felt like a true sequel. I played through blind, with savestates on each room. Ill go back and beat it for real tho. Definitely some unique setups, I was surprised how you could do so much with vanilla, especially the no spin jumping section. Nice use of the invisible yoshi glitch. Only thing was it's kinda long between checkpoints, but not much you can do about that. I hope they let an all gameplay and no aesthetics level into the top 10. Seriously tho this was next level, much improved on your vldc9 entry.
I still think that the 6-saw section could've been cut. It's noticeably the weakest part of the level. Aside from the visual spectacle of 6 saws on a line guide, and the last jump with the red koopa, it doesn't really offer anything in terms of gameplay or creativity. It's not particularly challenging either, it feels like padding.
That being said, I had a lot of fun with this! The learning curve isn't as steep as you'd think it is, and once you get it down it feels great to get through. A little disappointed you added a note to kill the chuck, it ruins most of the excitement from that screen (of finally figuring it out after 5 minutes of thinking), but I guess it will help keep the momentum up on a person's first play through. I'm not sure what kind of specifics i can get into, but as a whole it was a great time. Nice!
Wow, design-wise this is a masterpiece. And it was actually lots of fun to play (maybe as Hobz mentioned the 6-saw section could´ve been cut) because the level seems to be a bit too long. Also maybe at some parts some more coins could be added, but i think the level is already fair, the way it is now. Still the incredible creativity makes this level one of my favorite entries (maybe because i´m one of that all-design, no aesthetics guys).
I hope the judges see this level´s potential, too and score it high.
There are a few levels I've liked more than this one, but this is still excellent and will likely end up in the top 10-15 or so. It's very much like Swiss Hotel from last year (duh), but there are many more creative set-ups, and nothing as stupid as that infamous falling room. I especially like the vertical descent portion with the two rows of yellow/black boxes.