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[FAN JUDGE] quills says things about levels (requests done post-deadline at this point)
Forum Index - Events - Current Contests & Events - The 10th Annual Vanilla Level Design Contest - [FAN JUDGE] quills says things about levels (requests done post-deadline at this point)
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Thanks a lot for the review. I'm glad I could get it up to a point where people have really enjoyed playing it (believe me, it's went through a lot of versions and iterations). I'm not going to do anything more to improve the aesthetics - I'm not exactly art-savvy, and I feel like any attempts to pick a better color scheme/graphics will end up making it look worse. If you thought it was "pretty good", then I'll take that as a huge compliment since I was honestly going for "not eye-searing". As for the part you mentioned in the second room, I'll probably do a stealth update to make that jump a little easier.

Appreciate the feedback. I'll get to yours in the next couple of days - been eager to play it for quite a while.
Originally posted by FrozenQuills
but I still don't like the design.


Which ones in a specific reasoning? I originally thought aesthetics will make it better in design. The cloud outline I couldn't find a way to fix.

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100% Orange Juice Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtA3xPP3TybfqSiEn1AcX2A

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-
Originally posted by MarkVD100
I originally thought aesthetics will make it better in design.


No, design and aesthetics are separate categories for a reason.
♪♫♩♬
MarkVD100: specifically, the pitchin chuck and football chuck near the midpoint, the cramped 3-block tall corridors with enemies, and the really basic springboard + silver p-switch + yoshi usage that doesn't do enough for it to be puzzling.






Fostelif - Boom Beach
Design and Execution: 19/50
Design Creativity and Aesthetic Creativity: 15/30
Aesthetics and Polish: 10/20
Overall: 44/100

Design and Execution:
This level just kind of happened. The gameplay solely involves dodging bullets, bombs, and spinies, and not much changes from the first half to the second half. The setups don't get more interesting or complex as the level went on and as a result the design is pretty average and repetitive.
Some of the springboards aren't needed; I'm not sure what they are for exactly.
I guess hunting for some of the dragon coins was a bit fun, but they were all in very basic positions.
As a result, the level as a whole is very basic in design and execution.

Design Creativity and Aesthetic Creativity:
The beach setting is kind of interesting, and I like the sand castles.
Design wise, it's pretty typical. I appreciate that you're using bombs which are underutilized, but if they were replaced with goombas or shelless koopas the gameplay would not be much different.

Aesthetics and Polish:
The background looks very weird because the sand makes it look like you're viewing a beach from top down, but it curves out to a sky. I suggest removing the sand part of the background and having just the water and sky; it looks nicer imo.
The foreground palette is also a bit weird since it's so bright and seemingly textureless, so it can probably have better colors.







white_moth - Springy Spire
Design and Execution: 29/50
Design Creativity and Aesthetic Creativity: 24/30
Aesthetics and Polish: 15/20
Overall: 68/100

Design and Execution:
Man this went places. I loved the springboard to enemy hopping at the beginning but it just gets too finicky as it went on.
It's also kind of trial and errory as a whole, but it's not that hard to figure out. The first half for the most part is very good.
I think the part where you're trying to get the vine is where things fall apart though; you need to do your jumps JUST right in order to make it to the green shelless koopas to hit the vine block, and it's very precise.
After the midpoint you have to hop on a big boo with yoshi, but the big boo herding controls like a wiggler: not well at all. It's too much to try to dodge parakoopas while navigating the area on a big boo; I took a very long time on beating this part.
The ending part afterwards is ok but again it might be too precise; you need to jump on the superkoopas just right so that you can hop on the second yoshi, and then you need to foresight to immediately yoshi hop to the goal sphere.
While this enemy hopping idea is great on paper, the level right now needs some leniency in how it's all executed; I can especially see the second half being very frustrating for some players.

Design Creativity and Aesthetic Creativity:
The design of this level is very creative and unusual. Aesthetically it's a nicely colored ghost house, but most of the score here is due to the interesting enemy hopping setups.

Aesthetics and Polish:
I like the brown colors overall, and the graphics are all neat, tidy, and interesting.







RealMarioGamer - Tropical Island
Design and Execution: 16/50
Design Creativity and Aesthetic Creativity: 14/30
Aesthetics and Polish: 13/20
Overall: 43/100

Design and Execution:
(Note: this level didn't include a bps. Please include one; I managed to create one here since luckily the assets are very easy to insert into a ROM)
Pretty rompy level. The sprite placements and landscape are all pretty typical and basic.
There isn't really anything memorable in the setups, but it all works I guess. Some of the dragon coins were a bit interesting to get except for the one in the cave because that is Literally Sprite Hell for some odd reason. I feel like it's too short as well.

Design Creativity and Aesthetic Creativity:
There's not much to note in the design creativity except for maybe the first dragon coin guarded by a rex and chuck. Aesthetically, I like the palm trees and ocean in the background.

Aesthetics and Polish:
The tropical aesthetics are interesting and well organized, but nothing outstanding.
Hey FrozenQuills, mind giving my level a try? Thanks in advance.
Rest in Peace, eXcavator... You'll always have a place in our hearts...
Thanks for the review! I understand how you had issues with some parts of it. Ill try to make it less finicky, and more lenient, as ft also had some similar issues, especially the big boo room. Thanks for getting to this so quickly :)

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YouTube | Music
Thanks for the feedback! I'm glad you enjoyed the level #tb{:j}

I agree that the design creativity can be pushed further, especially in the first half. I focused a bit more on the aesthetic creativity this time. I'll try to improve some setups and darken the falling rocks.
tomato jonson - swedish pizza
Design and Execution: DQ/50
Design Creativity and Aesthetic Creativity: DQ/30
Aesthetics and Polish: DQ/20
Overall: DQ/100

wrong contest sorry
This is preeeetty blatantly kaizo. There is a very specific way to get through all of the saw setups and it's way too precise without savestates.
It is also full of trial and error, and it isn't kind at all to big mario.







natnew - FRIEND OR FOE?
Design and Execution: 15/50
Design Creativity and Aesthetic Creativity: 15/30
Aesthetics and Polish: 10/20
Overall: 40/100

Design and Execution:
Well that was something.
The RPG battle system is a very interesting concept. I kind of like how it's designed and how you give the player choices (although they're very simple choices).
However, it doesn't do much as a whole. It's unfortunate that yoshi does the same parakoopa attack over and over, and it becomes laughably easy if you get the fire flower from the item choice.
You have a lot of potential with this idea though. If there were more variety in attacks and perhaps an even better way to attack yoshi, the level could be really neat. Right now, it's more of a cute vanilla proof of concept.

Design Creativity and Aesthetic Creativity:
The level is obviously creative since it's more of an RPG battle than a level. However, the attacks yoshi does is repetitive, and the way mario attacks yoshi is also repetitive and way too easy (just hold left).

Aesthetics and Polish:
The outside palette looks very awkward since the texture stands out too much. The RPG battle environment is kinda neat but probably too simplistic.








Falconpunch - Starlight Symphony
Design and Execution: 32/50
Design Creativity and Aesthetic Creativity: 21/30
Aesthetics and Polish: 17/20
Overall: 70/100

Design and Execution:
This was a nice looking but alright level.
I like some of the platform setups and enemy placements, and there is a clear difficulty curve with the rope sections. I like how you need to manage two ropes near the end.
I find it weird that the coin placements in those rope sections aren't consistent with what's safe and what's dangerous. For example, the very first rope section has coins leading to a fuzzy, while the section with two ropes requires you to follow coins so you can avoid the walls of saws.
I also enjoyed the note line guides and saw setups, and the pipe cannons are a nice touch.
The secret exit I guess adds a challenge since it's a bit harder than everything else, but I question this setup since it looks like a line guided platform, but it's a falling platform. The entrance to the secret exit is also very questionable since it's so easy to despawn the horizontal moving platform, so you need to do some L/R scrolling to make it stay onscreen.
But yeah, there are some minor flaws but it plays pretty well.

Design Creativity and Aesthetic Creativity:
The aesthetic creativity is there with the piano keys and 'recorder pipes', though I think you could go even further with it by making more instruments. The design creativity is sort of there with the rope section at the end but there's not much else.

Aesthetics and Polish:
The palettes are very nice. The notes in the background can be a bit distracting but it still looks good.








MarioFanGamer - LAKE CONSTANCE
Design and Execution: 23/50
Design Creativity and Aesthetic Creativity: 13/30
Aesthetics and Polish: 11/20
Overall: 47/100

Design and Execution:
Another SMW-like level.
It's rompy throughout, and has pretty typical but meaningful enemy placements. I kind of liked how you added tides in the second half but you didn't do much with it.
There are also a few different ways to go through the level with how the land is arranged, which is a bit neat.
It's ultimately basic overall though, and as a result isn't that memorable. However, it's still a bit fun.
...I'm not sure why there are a bunch of floppy fish on land btw.

Design Creativity and Aesthetic Creativity:
The design creativity is sort of there since you used some fishes and mines, but everything else is not that creative. Aesthetically, apparently there's some background info on the lake's name.

Aesthetics and Polish:
SMW all around, but well structured.








G.D. - Night Ruins
Design and Execution: 33/50
Design Creativity and Aesthetic Creativity: 20/30
Aesthetics and Polish: 19/20
Overall: 72/100

Design and Execution:
A pretty level with some good design decisions.
I liked the rock setups you provided, especially since they made the rock chucks more meaningful. The eerie dodging was also pretty fun when combined with rotating platforms.
The cave with the second dragon coin is a bit much with the eerie generator; you can probably give the player more room.
The bonus room on the other hand is very nice; I loved how you used the moving coins (and I see you used the water glitch there :P)
It's too bad that the level doesn't get more complex as it goes on, since it just feels like the eeries got replaced by bullets, but I still found it all quite fun. The secret exit is a nice challenge with the bullet generator.

Design Creativity and Aesthetic Creativity:
The rock setups with the rock chucks are creative, as well as some of the enemy dodging on platforms. Aesthetically, I like the setting overall, even if it is a bit basic.

Aesthetics and Polish:
I love the details in the night sky, and the aesthetics are superb and clear.

Hey, do my level if you're doing requests please #tb{:j}
Do you mind judging my level?

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Creator of - Super Mario: Grand Journey
My VLDCX Entry - Fuzzy Heights
yo I wouldn't mind my level being slaughtered reviewed too. Please if you have time I would appreciate that!
Will you give my level a try? (I updated it recently)

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Working on a kaizo hack is HARDER than playing them.

Currently working on:


Current Activities: Nothing
Thanks for the review. The "tape recorder" pipes are actually meant to be wind instruments, as I've stated earlier. I just didn't go with the actual colors for them because I thought it would look more abstract/spacey if I made them a different color than the usual ones. That's also why the yellow pipes exist: They represent Tubas. I couldn't really find a better way to represent the wind instrument pipes other than that...

Also, I couldn't think of another instrument to use as decoration/obstacles. Mind helping me out? So far, I have these instruments...

-Piano
-Wind Instruments (Flute, Clarinet, Piccalo, etc.)
-Tuba
-Xylophone

As for the secret exit, the first image you posted is fair. I put that there because the upside down saw would eventually be guided down below where the other saw is. But I do suppose it wasn't the best idea because players will be going rather fast to despawn it anyway. I'll go ahead and change it up.

However, I can't do anything about that horizontal moving platform. It acts REALLY weird, like it doesn't even go off-screen before despawning. If a patch was there to fix this, we wouldn't have this problem. Should I consider moving it to the right just by one more tile?

That's all for now.
Rest in Peace, eXcavator... You'll always have a place in our hearts...
Falconpunch: Some drums would be interesting. Also, the horizontal platform is always going to despawn if approached from the right due to how it spawns moving left, so you would probably need a good redesign of the secret exit entrance if you are going to use the horizontal platform.






RZIBARA - FUZZY HEIGHTS
Design and Execution: 43/50
Design Creativity and Aesthetic Creativity: 17/30
Aesthetics and Polish: 14/20
Overall: 74/100

Design and Execution:
This was pretty fun!
It's a simple level, but it's well designed around fuzzies and line guides. The dragon coins are especially interesting to get imo, such as the one in the cave.
The setups are all simple and clean, and the difficulty curve is great as you put the player in more dangerous situations with the line guides.
There's not much wrong with the design here, and it's all well made. I guess one thing I could say is that you kind of used the same "fuzzy hopping on a vertical line" setup a few too many times in the first half, but it's nothing major.
Anyway, great job with the design overall.

Design Creativity and Aesthetic Creativity:
There are quite a few creative setups with the fuzzies, but nothing that outstanding unfortunately. There also isn't much to note aesthetics wise since it's sticking to SMW.

Aesthetics and Polish:
It's SMW, but with good colors and well organized structures.








Erik557 - SPOOKY STRONGHOLD
Design and Execution: 17/50 38/50 39/50
Design Creativity and Aesthetic Creativity: 21/30
Aesthetics and Polish: 11/20 13/20
Overall: 49/100 72/100 73/100
Design and Execution:
This has a lot of design issues, and I'll try to pinpoint them here.
I find it weird that you have an easy red koopa to dodge followed by a moderately difficult saw setup + ball n chain right after, and then a very difficult obstacle with red parakoopas, saws, and a rotating platform; I think the difficulty can be managed better at the beginning (fewer obstacles maybe). I was also going to complain that there isn't a powerup to get early on but you have a hidden mushroom in the flaming lamppost... I don't think anyone is going to figure that out easily since the player will instinctually jump onto the brown land to get up the wall, so that should probably be moved.
You also committed the cardinal sin of having nonsolid wood blocks (the ones holding the ball n chains); those should be changed imo.
I'm guessing the "boo doors" are for dragon coins only? I find it a bit disappointing that they aren't a separate path. Speaking of which, the dragon coin in the falling elevator room is very hard to get without getting hit or having some foresight due to how the saws are arranged. If you're not fast enough in getting it it's very easy to be eaten by munchers as well.
This setup here is very hard to do without taking a hit, probably because of the size of the platform.
I'm not sure if it's a good idea to have a saws and bowser statues together, since saws can go right through them while mario can't; it could be a bit surprising to unexperienced players.
This vine block puzzle (which wasn't much of a puzzle) can be easily skipped because you can respawn the falling platforms before it.
If you enter the second boo door while the mario is on the left side of the camera screen (either by positioning or r-scrolling), then he can immediately take damage and die from the megaspikes, which is kind of a big problem.
In the second half, this obstacle is EXTREMELY hard to time correctly with the ball n' chain imo. Move it or something.
This obstacle is pretty terrible because you can't see the precise layer 2 megaspike jump ahead until you are on the falling platforms, so it's kind of rng as to whether you get through or not.
Finally, this part desperately needs a higher ceiling or something.
Overall, this has potential, but it's super marred by all of these weird tricky obstacles that shouldn't be as hard as they are.

UPDATE: You fixed a lot of the issues I pointed out. The beginning is a lot better, as well as the first boo room. Though, the first boo room could use an on/off block or reset door at the beginning so the player won't get stuck.
The second boo room has this issue where the megaspikes are behind the ending door which can be a bit unfair.
Everything else is more reasonable yet still interesting, especially the second half, so nice job with that. The difficulty curve is a lot more prominent.

UPDATE 3: Not much of the design has changed, but it's better. I like the last sublevel for the dragon coin.
Though I question why you can't get these coins.

Design Creativity and Aesthetic Creativity:
The spooky castle vibe is kind of cool with all of the sprite replacements, and I can see where you're going in terms of design creativity with all the boo rooms and layer 2 setups. It's just too bad it's not well executed.

UPDATE: While the executions are better, the creative ideas are the same, so no change here.

Aesthetics and Polish:
The colors are kind of bleh to me, and I think it's because of the green hues combined with everything else. Maybe more contrast or better color choices would help.

UPDATE: I still don't like the green hues lol

UPDATE 2: The greens are better. I feel like the foreground needs more contrast from the background but it works.








Superwario1999 - Trust Fall
Design and Execution: 41/50
Design Creativity and Aesthetic Creativity: 28/30
Aesthetics and Polish: 13/20
Overall: 82/100

Design and Execution:
Wow this is great.
I don't think I've ever seen the springy glitch used so extensively before, even moreso than Aperture Labs from last VLDC. It's so creative and well designed in all of the setups and it's a lot of fun to play as a result. The dragon coin puzzles are especially cool.
There are a few minor problems though. I can see the fire flower part being a bit too hard because the chuck is well guarded by a one block overhang, so it's overly hard to aim at him while dodging the rocks since it's still early in the level. The boo cloud part is also a bit annoying to navigate because the environment is cramped; I think the dragon coin in there can be placed in a better puzzle somewhere else so the player can have more room.
There's also the issue of randomly dying when going through the springy things which probably can't be fixed easily due to how it works.
But still, I really liked this overall, and all the puzzles are incredible, really.

Design Creativity and Aesthetic Creativity:
There's so much design creativity in the puzzles here, as well as a lot of variety in how the springy glitch is used. The layer 2 parts are especially cool. There's not much to note aesthetics wise but the level benefits enough from the creative setups.

Aesthetics and Polish:
It's well polished SMW graphics with okay colors, so it all works but it isn't amazing.

Thanks for your review. I'll fix all the issues you stated.

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Working on a kaizo hack is HARDER than playing them.

Currently working on:


Current Activities: Nothing
hey frozenqueefs could you give my entry a review please? thanks you

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hairflip
Sixcorby - Faux Water
Design and Execution: 38/50
Design Creativity and Aesthetic Creativity: 22/30
Aesthetics and Polish: 14/20
Overall: 74/100

Design and Execution:
Pretty alright use of the water glitch.
A lot of it was dodging fish and using the platforms correctly. The way you used bubbled enemies was a bit clever though, and the second half is pretty cool in how you need to keep two platforms.
One thing that bothers me a bit is that sometimes the platforms are way too high when you reach them, requiring some L/R scrolling in order to reset their positions. Lowering the initial platform setups can help this a bit, or you can force mario to move quickly before reaching them. It's not too big of a deal though.
The fake HDMA in the last room is nice. I also like how you managed to use rip van fish better than I initially did in my level.
Unfortunately, I have no idea how to get to the secret exit room. You don't give me anything to get rid of the rocks blocking the turn blocks in the vertical section.
However, I like what needs to be done in the secret exit in that you can't hit the message blocks until the very end.
Anyway, this was pretty fun overall, and I liked quite a few of the setups you have.

Design Creativity and Aesthetic Creativity:
The way you used underwater enemies and platforms was creative. The secret exit is also clever in how it uses message blocks.
Aesthetically, it's pretty much SMW, so not much to say here.

Aesthetics and Polish:
The background looks neat, but the foreground is a bit plain in colors. The details are kind of nice though.







YoungsVideos44 - NOTE BLOCKS !!!
Design and Execution: 21/50
Design Creativity and Aesthetic Creativity: 13/30
Aesthetics and Polish: 12/20
Overall: 46/100

Design and Execution:
This was pretty nice overall, but can be made way too easy.
I like how the level is focused around note blocks, and some of the line guide setups with them were a bit interesting and clever. It sort of gets more complex in the second half but not by much.
However, the star and silver p-switch you provided made the level WAY too easy, as in all of the challenge is removed. I think the level would actually benefit in not having them.
It's too short as well since the first half didn't do that much.

Design Creativity and Aesthetic Creativity:
I like the setups with saws underneath and above the note blocks, but they're not that creative. Aesthetically there's not much to say since it's SMW.

Aesthetics and Polish:
SMW all around, but well organized.








Mushroom378 - Koopa Mountain.
Design and Execution: 8/50
Design Creativity and Aesthetic Creativity: 2/30
Aesthetics and Polish: 4/20
Overall: 14/100

Design and Execution:
Not sure what to think of this one.
It's not really focused on anything and there are strange stretches of empty land here and there. Enemies seem to be placed without much thought, and there's a blind drop onto goombas at the end.
I suggest redesigning this level on a central idea with more meaningful sprite placements.

Design Creativity and Aesthetic Creativity:
There's not much to say here other than it had sprites and stuff.

Aesthetics and Polish:
The music not only doesn't fit but gets ugly... somehow...
The graphics are SMW but are not well organized. The sky color isn't that good.

thanks for the review, i just updated my submission and tried to make the level harder
all i did was replace some blocks with coin blocks, removed the stars and p-switch, and re-positioned some of the saws.
hopefully it will play better
Teyla - Luminous Hollow
Design and Execution: 35/50
Design Creativity and Aesthetic Creativity: 20/30
Aesthetics and Polish: 18/20
Overall: 73/100

Design and Execution:
Pretty fun level.
I like how the rock chucks interact with the line guided segments. I think they can be a bit more engaging though, since sometimes the rocks come long after the platform passed by.
The saw placements were great too, though not outstanding.
I also like how you introduced the yellow rotating platform, and how they got more significant in the second half, but they feel mostly like falling platforms in how they are set up. As a result, the second half is a bit repetitive with them, but nothing too bad.
The ending has a chuck that jumps and hangs onto a rope, which is quite funny. Too bad it isn't used anywhere in the design (though I don't think you can design around it anyway without making it look weird)
Nonetheless, this is still a nice looking and pretty well designed cave level.

Design Creativity and Aesthetic Creativity:
The crystals and cave environment are nice, and I like how the crystals are in the foreground in the second half. The design creativity is there in the line guide setups but a bit minimal.

Aesthetics and Polish:
The level looks great and has a nice and clear palette. My only gripe is that the transparent crystals are a tiny bit too bright.








KamillBR - Mole Canyon
Design and Execution: 27/50
Design Creativity and Aesthetic Creativity: 15/30
Aesthetics and Polish: 11/20
Overall: 55/100

Design and Execution:
(Note: I had to manually change a level on the overworld to 10 in order to play this. Not only that, but the level doesn't play correctly unless you're in the main overworld due to how it's designed. You should probably fix this)
This is basically HOW DOES MOLES, only with a simpler and less creative design. It even has the mole hole midpoint fakeout trick, lol.
A lot of gameplay is basically dodging a lot of moles that follow you, with some chucks here and there. There are occasional places where the mole holes are a bit of an obstacle, and a few of them that opens a path to the secret exit, but it's not that impressive. I do like the mole hopping before the midpoint though.
The second half gets a little bit different since there are... well... more moles, but it's alright I guess.
I do like how you give blue blocks as a weapon for the player to deal with the moles, as well as a cape in the second half.

Design Creativity and Aesthetic Creativity:
It's designed okay around moles and other enemies, and the blue blocks and cape you give are nice tools. The gameplay doesn't change that much throughout though.
The trees at the end are cute.

Aesthetics and Polish:
I'm not sure if the dark browns work well in the dirt, but it's acceptable.








JerryEris - Movie Night
Design and Execution: 24/50
Design Creativity and Aesthetic Creativity: 13/30
Aesthetics and Polish: 11/20
Overall: 48/100

Design and Execution:
This was pretty average.
The level is focused around piranha plant placements. There's some thought put into them, but it's ultimately pretty average since nothing was completely outside the box.
The second half also doesn't change much from the first half, but it still plays well.
The entrance to the secret exit might be too well hidden, but it makes sense if you think about it. It's too bad that the cave area doesn't change much in terms of gameplay.
But still, it's an okay rompy level overall.

Design Creativity and Aesthetic Creativity:
The design creativity seems to be all around piranha plant placements, which was okay. I like the big windows in the ghost house.

Aesthetics and Polish:
Pretty much SMW with modifications. The music outside of the ghost house is kind of unfitting though.








Matheus2653 - SPACE ODYSSEY
Design and Execution: 37/50
Design Creativity and Aesthetic Creativity: 20/30
Aesthetics and Polish: 10/20
Overall: 67/100

Design and Execution:
Here come the 1F0 jokes.
But seriously though, I actually like this level quite a bit. It's well designed around 1F0, 'danger pipes', line guides, and other little mechanics, and they are all quite creative. I also really like how the danger pipes and 1F0 are combined in the secret exit. Nothing felt repetitive.
One minor complaint I have though is that you can see the enemies 'feet' when they're behind the pipe tiles. I think you can make use of tile overlapping by combining the pipe tile and solid black background so that you don't know what's inside.
So yeah, the level is simple around its gimmicks but well executed. It could be a bit more interesting and fun with a better defined difficulty curve, but it's well done anyhow.

UPDATE: There weren't really enough changes for a higher score, but I like that you fixed the horizontal pipes even though it's a bit weird.
(also in retrospect I feel like I rated this a bit too high which is why the score is a bit different now; sorry about that. You can probably do more with your 1F0 and pipe gimmicks if you want it to be higher, but I still like the level).

Design Creativity and Aesthetic Creativity:
The danger pipe gimmick is cute, and the design creativity around 1F0 is pretty cool, with all of the item usage and enemy interactions. I especially liked the clapping chuck and platform part. Aesthetically, I like the planets in the background, but it doesn't go that far with it.

Aesthetics and Polish:
The level looks okay overall. The foreground palette in the first half could be a bit better.








EvilMarioBot - Gorgon's Garden
Design and Execution: DQ/50 (actually 11/50)
Design Creativity and Aesthetic Creativity: DQ/30 (actually 16/30)
Aesthetics and Polish: DQ/20 (actually 8/20)
Overall: DQ/100 (actually 35/100)

Design and Execution:
Well, I tested it, and the sublevel after the main level doesn't have horizontal scroll, making the level unbeatable. I have to DQ it on those grounds.
That aside, it's not a good sign where the first death I had in this level was due to a frozen spiny I didn't see; the level's design is marred by aesthetics. Not only does the fog prevent the player from seeing incoming dangers, but there are pokeys and spinies that look like background elements which actually hurt. There are also 8x8 bits from the springy thing that you can't actually stand on.
The only good thing about all this though, is that even though the level is super hard for the above reasons, it's incredibly short.
Thus, this is understandably not well executed.

Design Creativity and Aesthetic Creativity:
The bowser fountain is actually legitimately funny and cool. There is aesthetic creativity here with the whole frozen statue idea, but design wise it's pretty typical.

Aesthetics and Polish:
I can see where you're going with the colors but it doesn't look that good. The enemies need to stand out more, and the bricks have too much contrast.








PuzzelBreaker - Hop-On, Hop-Off
Design and Execution: 38/50
Design Creativity and Aesthetic Creativity: 21/30
Aesthetics and Polish: 13/20
Overall: 72/100

Design and Execution:
An action packed and mostly well designed level.
The level's entire premise is doing things on the spot. You used falling platforms and number platforms very well, and it's not too hard to understand what to do with each obstacle quickly.
There are a few troublesome spots though: I think the part with the double banzai bill near the beginning is too hard to react well to, since it's usually too late to do anything when the second banzai bill appears.
The part with the springboard and double horizontal saws in the second half is also too hard to do without taking a hit, at least for me.
Not too much changes between the first and second half, and it's equally hard throughout, but this is still a fun level.

Design Creativity and Aesthetic Creativity:
We've seen some of these action-y setups before, but others such as the grinders surrounding the falling platforms are creative. Aesthetically there's not much to say here.

Aesthetics and Polish:
It's SMW but with nice colors, so it looks okay. The rocks in the background are too saturated imo.








IronFoxGaming - Cloudtop Castle
Design and Execution: DQ/50
Design Creativity and Aesthetic Creativity: DQ/30
Aesthetics and Polish: DQ/20
Overall: DQ/100

link gives me a 404 :C (and I think it's because you're using dropbox)
UPDATE: now the link works, but the patch doesn't







PichuVsLink - DISCO OF THE DEAD
Design and Execution: 18/50
Design Creativity and Aesthetic Creativity: 15/30
Aesthetics and Polish: 12/20
Overall: 45/100

Design and Execution:
An okay level focused around disco shells.
It's an interesting concept, and some of the setups you had were okay, but I had quite a few issues.
Some of the spaces are too tight to navigate around the disco shells and chucks (especially that one pitchin' chuck near the midpoint)
The layer 2 segment also has too many parts where you wait around for the layer 2 to line up, which is unfortunately a side effect of the layer 2 scrolls sprite. I think with some rearranging of the land you can mitigate this.
Still I like the ideas you had here, and this has some potential.

Design Creativity and Aesthetic Creativity:
A level focused around disco shells like this hasn't really been done before. I think 1F0 could be better utilized with them however.
Aesthetically, the black cave is sorta interesting.

Aesthetics and Polish:
I like how the background looks in the first area. The level as a whole is SMW like except for the cave.
Speaking of the cave, I don't like how the munchers are difficult to see.

damn i didn't know my level sucked that bad

can you please review the updated version ty ilu
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