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[FAN JUDGE] quills says things about levels (requests done post-deadline at this point)
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - [FAN JUDGE] quills says things about levels (requests done post-deadline at this point)
Pages: « 1 2 3 4 5 6 » Link
Thanks for the review, I'm glad you had fun with my level. :D

--------------------
Complete Hacks:
NoALT
W.I.P. Hacks:
NoALT
Download Waluigi's Wadventure - Demo 2.1 Here
LHB - VERY DANGER LIFTS
Design and Execution: 42/50
Design Creativity and Aesthetic Creativity: 17/30
Aesthetics and Polish: 12/20
Overall: 71/100

Design and Execution:
As SMW as you can get in good design.
There's not that many people that use the Butter Bridge autoscrolling sprite (THANKS, PYRO), and there's not many people that forgo a midpoint in their level. But this still presents a fun experience with increasingly complex rotating platform setups and sprite placements. I especially liked how the parakoopas and volcano lotuses were arranged, and there was a clear difficulty curve.
Not much else to say other than good job with the design, but I feel myself wanting more afterwards. The beginning is also a little slow.

Design Creativity and Aesthetic Creativity:
It's too bad that there are only some interesting sprite setups that can contribute to the level's creativity. Nonetheless, it stays interesting throughout.

Aesthetics and Polish:
SMW, but well organized.








snoruntpyro - SWISS RUINS
Design and Execution: 43/50
Design Creativity and Aesthetic Creativity: 30/30
Aesthetics and Polish: 15/20
Overall: 88/100

Design and Execution:
This level is pretty nuts, but in a great way.
There are SO many interesting setups here, and the difficulty curve is very well defined. The saws, number platforms, weird slope tiles, boo lasers, layer 2 etc. are all used great separately and in combination with each other. The dragon coin puzzles are also awesome and well done.
I have a few minor gripes though; the boo laser that lands on 1F0 right before the midpoint takes a lot of foresight since it's pretty difficult to jump over. The layer 2 parts near the end also require foresight, like the part with the coin guides to the vine; it's difficult to tell where the number platform will end up, and when you have to hurry up.
The level is also VERY long (and incredibly long if you want dragon coins), so I fear it might take a lot from some people, but I still found it very enjoyable.

Design Creativity and Aesthetic Creativity:
The design creativity is top marks due to all of the weird and new mechanics, enough to forego some aesthetic creativity.

Aesthetics and Polish:
The only thing I'm bothered by are the gray colors in the "rocks" outside of the actual ruins. But other than that it's well presented and neat, with some cutoff here and there which is no big deal since it's part of the design.

from 49 to 70 👏
Thanks for the feedback by the way. I'll see if I change some more stuff (in particular I feel the first part could use a better introduction to the scale platforms), as well as the aesthetics. Once again thanks!!! :)
little late but thanks.

Originally posted by FrozenQuills
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.

i tried to prevent this in the obstacles that are mandatory to go through, but yeah changed a couple of the platform positions since i updated.

Quote
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.

you kill the rocks by sliding down the slope that's above
kamekku14 - Dragon Valley
Design and Execution: 13/50
Design Creativity and Aesthetic Creativity: 13/30
Aesthetics and Polish: 13/20
Overall: 39/100

Design and Execution:
This level felt SUPER all over the place.
The first half seemed okay and typical; the tides were even used pretty alright. But the second half is WAY too long and unfocused; it has line guides, moles, bubbles, parchuting enemies, enemies coming out of blocks, a random water section, p-switch runs, a lakitu section, etc.
There are also a lot of weird design decisions. Why is there a set of turn blocks that you absolutely need to be big for near the beginning? Why are there coins underneath some of the moving platforms that you can't possibly get to? Why is there a blue p-switch that requires a blue p-switch to get in the secret exit route? etc.
The saw setups here are also too hard, and I'm not sure how it's possible to get by without getting hit.
The lakitu part afterwards is too hectic with the hammer bro and plants.
Finally, the secret exit requires a ton of p-switches and a mole jump (?) in order to progress and get the key, and it's a bit annoying with all of the moles everywhere.
So yeah, this seemed a bit promising in the beginning but the second half and secret exit kind of ruin it. The level really needs to stick to a fewer ideas/themes in order to flow better. It's really too bad.

Design Creativity and Aesthetic Creativity:
You actually have too much variety in design here, and yet much of the sprite placements and setups are nothing out of the ordinary. Aesthetically, it's minimally creative.

Aesthetics and Polish:
It's SMW with some details here and there, which is alright overall.








Samario - Truth's Final Reckoning of the Policy of "All for One, One for All": 孔明の罠 ~ Kaizo Trap x Super Mario World
Design and Execution: 15/50
Design Creativity and Aesthetic Creativity: 11/30
Aesthetics and Polish: 15/20
Overall: 41/100

Design and Execution:
I doubt that name can fit in the collab.
I'm not sure what to think of this level. I don't think you need to explain that the darker areas are nonsolid, and the first area felt REALLY empty. There's also like 3 of the dragon coins in that single area alone lol.
Some of the jumps are pretty hard to make imo, especially over the rocks with the chucks around. It's also a sudden difficulty spike.
The platform ride was boring at first with the muncher jumps, got good with the platform setups afterward, and then got boring again with the parakoopas. It's really weird.
And then you find the exit and secret exit right after. I don't like the blind drop onto the big sparky and I'm not sure why those enemies are there. The secret exit only makes the player beat the level twice as well.
Overall, this level was very awkward in how its designed. There's only very fleeting ideas, and the only interesting part of the level is the part with the falling platforms.

Design Creativity and Aesthetic Creativity:
The urban aesthetics legitimately look neat. The one instance of interesting design creativity I saw is the falling platform part on the platform ride. Other than that, there's not much else.

Aesthetics and Polish:
I really like the glass effects in the sublevel, and the palette is kinda nice. It's atmospheric overall.








SMILEuser96 - VULPINE LOVE STORY
Design and Execution: 21/50
Design Creativity and Aesthetic Creativity: 14/30
Aesthetics and Polish: 11/20
Overall: 46/100

Design and Execution:
That moon is WAY too easy to get lol.
Anyway telling a story through line guides is uh... something, but there are some design issues as a result.
In the ghost + fox part the grinders are positioned such that getting the dragon coin is really difficult, and the platform after the three grinders moves too far away way too quickly near the end.
But other than that this was okay; the line guide segments are pretty typical, as well as the rompy parts in between. There isn't that much noteworthy in terms of design/execution, but it's focused.

Design Creativity and Aesthetic Creativity:
The line guide pictures are creative, but not spectacular lol.

Aesthetics and Polish:
SMW, but with a story I guess.








SomeGuy712x - An Unusual Trip Out
Design and Execution: 32/50
Design Creativity and Aesthetic Creativity: 20/30
Aesthetics and Polish: 11/20
Overall: 63/100

Design and Execution:
I was REALLY questioning the first half until I figured out how to get the secret exit. That was quite a thing.
Anyway, this is pretty alright overall. I like the little puzzles in the cave section, though they weren't that spectacular.
The star run is quite interesting since you can potentially get lives from it if you're efficient enough. Though, I'm not sure what's with the millions of footballs afterward...
The ending is pretty funny.
Anyway, it's unfortunate that the overall design of the first half is marred by what you need to do for the secret exit, and it doesn't flow well and looks confusing when normally playing through it. Nonetheless, this level is still pretty good mostly for its second half.

Design Creativity and Aesthetic Creativity:
The puzzles in the cave are sort of creative, and the dragon coin hunting is kinda neat. The secret exit is pretty creative and unusual but I'm not sure how it should count here, lol.
It's interesting that this level feels like a mix of both of your previous entries, but it unfortunately doesn't present that many new things as a result.

Aesthetics and Polish:
SMW pretty much, though it's too bad the first half looks like a bit of a mess.








KP9000 - Fortress of Decay
Design and Execution: 17/50 34/50
Design Creativity and Aesthetic Creativity: 14/30 20/30
Aesthetics and Polish: 13/20 16/20
Overall: 44/100 70/100

Design and Execution:
There were some major issues in the second half of this.
The first half was okay and kind of rompy. The sprites blend in too much with the background/foreground I think.
I kind of like the flying block section and the fishin' boo part, though I think it didn't need the bubble afterwards since it's enough of a challenge.
The second half is where things start to fall apart. I'm not sure how you're supposed to get the first dragon coin in the sublevel without getting hit due to the boo ceiling. Actually, the boo ceiling in general seemed detrimental to the design. It encourages you to rush, but the boos still get to you even when you're low on the screen. There were a lot of moments where I felt I was forced to take a hit.
The turn block sections in particular is questionable since they can unexpectedly lift you up into the boo cloud unfairly.
It also wasn't until later that I found out that the blue boos don't hurt you, but the red ones do. I found it a bit confusing and unfair in general.
So yeah, if the second half either had the boo cloud higher or was removed altogether, the experience as a whole I think would be a lot better.

UPDATE: The second half is MUCH better. I like how you used the ball and chains, though unfortunately it wasn't that amazing nor did it get complex. It's still good though.
ALSO, I seemed to have completely missed the secret exit on my first run through. I like the aesthetics there, and the line guide part over podoboos is pretty interesting. I don't really understand that game over pipe though, and I seemed to have ended up there even though I thought I had to hit the block.

Design Creativity and Aesthetic Creativity:
Design wise, it had a few interesting elements such as the fishin' boo and flying block sections, but there's not much else to note.
Aesthetics wise, it looks pretty cool, though it affected the design not as well.

UPDATE: The secret exit and new second half added some creativity

Aesthetics and Polish:
The foreground is a bit too bright. Most sprites blend too much with everything else as well.
The background however looks amazing.

UPDATE: The second half looks a lot better without the boo cloud, and I like the secret exit's aesthetics. Foreground still feels like it could define itself more though.








Grugi - Deja Vu-lley
Design and Execution: 42/50
Design Creativity and Aesthetic Creativity: 23/30
Aesthetics and Polish: 14/20
Overall: 79/100

Design and Execution:
SMW in review the level, but done pretty well.
I really like how you stuck to the original level structures for the most part while adding some creative ideas to them (mole jumping, net shenanigans, 1F0 ropes, etc.). It's well designed for the most part.
Most of my issues is actually due to the secret exit. I think it should be at the end of the cave section, since it's a bit disappointing to think you've found the secret exit only to discover that it's a shortcut through the castle. Since the secret exit is the secret area WITHIN the secret area, it may be too hard to find.
I think this part is too crowded as big mario as well; you can probably remove a rip van fish.
But aside from that, I don't really have that many issues with the normal exit. I guess the moles can be a bit overwhelming in the first half, but everything else is well done while sticking to the original level structures. I think the castle is my favorite part.

Design Creativity and Aesthetic Creativity:
The nets, 1F0 ropes, and mole jumping really helped the design creativity. It's just too bad that we've seen some of these things before, but the setups are still creative.

Aesthetics and Polish:
It's SMW but with good palettes and polish.



Have a frost day~
Puyo Maguro World Creator
Nice to see a thing reviewed this quick, and I really like that you scored my level higher than KP's level! #tb{^V^}

I went ahead and moved that last platform a bit so you have quite a bit more time to jump on it. That Dragon Coin though? #gitgud

Not a bad level from someone who hasn't even touched SMW in a decade, eh?

--------------------
Hack Metroid!
I updated my level a bit.

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

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


Thanks for the feedback.

I will update the level regarding some sprites placement both you and S.N.N. mentioned.

Originally posted by FrozenQuills
Most of my issues is actually due to the secret exit. I think it should be at the end of the cave section, since it's a bit disappointing to think you've found the secret exit only to discover that it's a shortcut through the castle. Since the secret exit is the secret area WITHIN the secret area, it may be too hard to find.


I got your point on the secret exit, but I decided to make it live up to its name. If the player doesn't find the only spot he can use the springboard in the first run
(that happens to be in the same subscreen he finds the spring board)
, he will probably carry it with him, which will guarantee two 1-UPs back in the castle. So I still think is a fair trade. I know that probably 1-UPs will be useless in the final hack, but in the original game a 1-UP mushroom wasn't easy to encounter, let alone two.

Again, thanks for the review! I appreciate it!
Fixed link lmai
Here you go :)
Thanks for the review! I ended up making some changes to the level from it, particularly using the darker crystals in the foreground in the second part. It should help with visibility and ended up still looking really nice.

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I'm surprised no one but KDeee and idol judged my level. It's kinda sad, actually. Could you review my level please? Is there a problem? Then I might help you.

I'm improving my level, and I got rid of the Auto-Scroll Special 2 (or 3? I dunno) sprite and replaced it with the normal Slow Auto-Scroll. KDeee said it was kinda boring.

Also he said that the night BG was annoying to look at, I know. Gotta reduce the saturation.

I might release the next version today or tomorrow. Stay tuned!

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My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

Thanks for taking the time to review my level. I wasn't quite sure if most of setups give the player enough time to react,
so thanks for making me more confident. Also it's very useful that you pointed out specific setups that still need work.
I'll see how I can improve these sections.

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Check out my new hack thread:
moo_we_all_do - SPIKE-TOP CAVE
Design and Execution: 11/50
Design Creativity and Aesthetic Creativity: 10/30
Aesthetics and Polish: 12/20
Overall: 33/100

Design and Execution:
This is a completely different level so I had to write a new review. Unfortunately, the other level you had (CAVE ISLAND) was better, to be honest.
This may have more focus on spike tops, but it barely does things with them. The obstacles are too easy to overcome.
There is also layer 2, but it was also minimally utilized. One dragon coin even requires a lot of waiting due to the layer 2, which is boring.
Also, because the camera doesn't scroll up for some reason, some dragon coins and the moon are completely hidden from view, which is quite unfair.
So yeah, this level felt pretty unmemorable and not as fun as the other exploratory level you had, despite having more focus.

Design Creativity and Aesthetic Creativity:
The layer 2 and spike tops had minimal creativity. Not much changes from the first half to the second half as well.

Aesthetics and Polish:
It's SMW with a nice palette.








MasterSkodwarde - Roy's Airship
Design and Execution: 28/50
Design Creativity and Aesthetic Creativity: 20/30
Aesthetics and Polish: 12/20
Overall: 60/100

Design and Execution:
Pretty okay airship level.
Designing around slow or weird autoscrolls is pretty hard to do in SMW, and it's a challenge to make things interesting. As a result, the first half is a little slow sometimes, but you added some difficulty with the bullet generator. I like some of the banzai bill moments though, and it does have some variance through the use of platforming and nets. I also like how you used the rarely used mechakoopas.
The second half is pretty different but kind of weird; you have a few interesting setups with bowling balls and eater blocks with some sprinkled 1F0 moments in between. It's sort of fun, but not that interesting I guess. I don't like how the p-balloon allows you to skip over like half of this part though, lol.
BTW I question the use of bob-ombs as thwimps since there are actual bombs in the level.

Design Creativity and Aesthetic Creativity:
The eater blocks and bowling ball parts were the most creative parts. The first half was sort of creative too both aesthetically and design wise.

Aesthetics and Polish:
The second half really needs a darker background; desaturating it isn't enough, and it's distracting as a result. I'm also not fond of the first half's gradient.
The sideways cannons make no sense with the bullet direction lol.
The details in the foreground are a bit much, but it's ok.








ToxicRave - Balloons!
Design and Execution: 32/50 42/50
Design Creativity and Aesthetic Creativity: 29/30
Aesthetics and Polish: 15/20
Overall: 76/100 86/100

Design and Execution:
This level is incredibly creative in its obstacles and balloon usage, but the quality declined in the second half.
The first half is really a lot of fun. I love how the vertical section can be played either with or without the balloon, with dragon coin prizes if you manage to do it mostly with the balloon. The secret cave is also pretty rad. I also like how the secret exit requires going through the first half without any balloons but while managing a key.
The second half is where I started having issues. I get where you're going with the design and balloon puzzles, but it's very unforgiving if you make even one little mistake. You pretty much have to restart the sublevel if you get hit, accidentally lose a goomba, or accidentally lose a bomb. It can be quite tedious sometimes and I can't think of a good way to mitigate it unfortunately. It took me quite a few tries.
The outside sublevel is really cool though, even if it's an intermission from the main gimmick. You used thwomps and fire very well.
Then we go back to the balloon parts, which again are still tedious due to all the things you have to manage. You also need to avoid the mushrooms, and hitting any one of those requires a section restart. I also keep fireballing the goomba at one point which was annoying.
The "KICK" part is also confusing: I'm guessing you want me to kick the goomba upwards? But then I need a balloon to get up to the goomba, after which I inevitably get hit by that goomba and use that to get the bomb before it's too late. I feel like I'm doing this puzzle wrong but I got passed it anyway.
Also, this is a problem overall, and I don't think there's a good way to fix it, but sometimes you can die in a wall the instant you get a balloon.
So yeah, it's unfortunate that the main gimmick of this level can be tedious in how it's used, but I loved the first half and the outside intermission parts.

UPDATE: The second half is a lot more manageable now. However, it's a bit hard doing the first balloon puzzle in the second half with only one balloon, but it's doable. You should also probably move the SELECT text above the question blocks here.

Design Creativity and Aesthetic Creativity:
The creativity is amazing; the outside sections have clever uses of disco shells, thwomps, grinders, etc. with layer 2, and I really like how the first half is designed with the layer 2 scroll. The second half is more creative with the balloon puzzles; it's just unfortunate that it can be frustrating to play.

Aesthetics and Polish:
I like the brick tiles, and it still feels very SMW. Everything is clear and neat.








Forty2 - RUINS OF ICARUS
Design and Execution: 25/50
Design Creativity and Aesthetic Creativity: 20/30
Aesthetics and Polish: 13/20
Overall: 58/100

Design and Execution:
This was pretty good, but some blind spots hinder the design.
The first half is mostly ok and encourages exploration, though I find it strange that you have a completely inaccessible door in the middle of it.
The caped koopa jump requires some foresight and it's a bit hard for being early in the level, and I really don't like the blind drop on the vertical red parakoopa in order to progress.
Some of the saw setups were a bit neat though, and the sumo bros' were engaging.
The second half I felt is worse simply because the camera doesn't scroll up with mario unless he's standing on something. This can lead to a few unfair situations, since some parts require spinjumping on a sprites to get higher. This spinjumping part in particular is pretty blind since you don't know the saw is right behind you when you land.
The secret exit I feel makes you do too many things; you need to find and not lose a shell, to find/get a p-switch, to find/get a key, and then spin jump carry a key over to the keyhole at the end of the first half.
Overall, it's an okay level that can be made better with some better setups and a better camera in the vertical section.

Design Creativity and Aesthetic Creativity:
The design is kind of creative; there are coins leading you to spawn saws at certain points which you need in order to progress. Some of the sprite placements were a bit interesting.

Aesthetics and Polish:
The aesthetics are alright overall, though I think the palettes can be better.

Can you do an update of your review? I did a new version: Space Odyssey Version 3.0

Thanks.

--------------------
Complete Hacks:
NoALT
W.I.P. Hacks:
NoALT
Download Waluigi's Wadventure - Demo 2.1 Here
Originally posted by FrozenQuills
This part can benefit from not having invisible note blocks since they get in the way of jumping.

I can't find a way to somehow re-color the note blocks without modifying GFX33. Edit: I added Map16 Note Blocks with a different palette number.
Originally posted by FrozenQuills
This part is so easy to die in if you're small mario, since if you mess up the jump he runs right into the muncher on the ground.

Ceilings adjusted.
Originally posted by FrozenQuills
There's no good way to get past this unless you go back and forward, and then rush it, and even then it's awkward.

Replaced the moving statue with a fireball one.


The dark spotlight room effect removed and darkened the palettes and modified the fog positions to make it less annoying into a new ExGFX file. Also, the messy thing I still can't tell.

Updated!


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

VLDC9 Playthrough:
https://www.youtube.com/playlist?list=PLf1kPWkjcurtiP5de_-e6q0hSVrY37RB-.


ZMann - The Night Garden
Design and Execution: 36/50
Design Creativity and Aesthetic Creativity: 16/30
Aesthetics and Polish: 18/20
Overall: 70/100

Design and Execution:
What a pleasant exploration.
The level is pretty rompy all around, but I like how expansive it got in terms of paths and exploration. The side rooms were pretty nice for the dragon coins, and the level is well designed around having or not having yoshi.
There isn't much wrong with this level, and it's very safe. The only gripe I have is that there are blind drops when going down the secret exit sublevel while you're trying to transport the key to the keyhole.
The level also doesn't change much from the first half to the second half, but it's still nice overall.
As a whole, it's nothing incredible or super engaging in terms of design, but it takes a simple idea of exploring a forest and does it well.

Design Creativity and Aesthetic Creativity:
It's too bad the level didn't do much creativity wise, but there are a few simple yoshi puzzles here and there.

Aesthetics and Polish:
The palettes and little details are great, and they contribute to the nighttime atmosphere nicely.







TheInsanity115 - Obscure Fields
Design and Execution: 16/50
Design Creativity and Aesthetic Creativity: 9/30
Aesthetics and Polish: 11/20
Overall: 36/100

Design and Execution:
Maaaan this level was way too short!
Like, I wasn't sure what the theme was exactly, but it had some enemies here and there, and I guess the dragon coins were a bit fun to get. But then it just ends after like 20 seconds?
This level really needs to be more developed, but it did have a direction, sort of. It was 2spooky.

Design Creativity and Aesthetic Creativity:
The creativity is pretty minimal, with most of it coming from collecting dragon coins.

Aesthetics and Polish:
The green palettes are okay I guess.








Pseudogon - Sweet Tooth
Design and Execution: 38/50
Design Creativity and Aesthetic Creativity: 21/30
Aesthetics and Polish: 14/20
Overall: 73/100

Design and Execution:
That was a cute level.
There isn't much wrong with the design, and I like how the banzai bills and chucks were used with the platforms and noteblocks. The dragon coins were also fun to get.
The second half adds some complexity with the rotating platforms, but it wasn't really expanded upon in conjunction with the gimmicks you've introduced earlier.
Still, the level presents a focused idea on banzai bills and chucks and it plays well. I feel like the setups could use a bit more variation though; not too much of the level was memorable.

Design Creativity and Aesthetic Creativity:
It had some design creativity with the chucks-eating-chocolate gimmick and the banzai bill placements. The aesthetic theming is pretty sweet overall.

Aesthetics and Polish:
Not much wrong with the aesthetics; they're nice and clean overall.








Kenny - Lava Floaters
Design and Execution: 35/50
Design Creativity and Aesthetic Creativity: 22/30
Aesthetics and Polish: 12/20
Overall: 69/100

Design and Execution:
This was quite an unorthodox level, but pretty well designed.
The baby yoshi and item puzzles were a bit interesting overall. I didn't know there are so many things can float on lava.
This part seemed a bit awkward to do big.
A big problem I found was in the second half, where the brown blocks didn't appear after entering the reset door when the POW is pressed, which is strange.
The skull rafts weren't that interesting as everything else unfortunately. The secret exit also felt tacked on.
But yeah, aside from a few problems, this level has some interesting puzzles involving items and lava all around, which were pretty fun.

Design Creativity and Aesthetic Creativity:
The item and baby yoshi puzzles really contributed to the creativity here, but there's not much to note aesthetically.

Aesthetics and Polish:
The palettes are ok, but the vertical section has a broken background.








GeminiSunfall - Cleft of Luxetumbra
Design and Execution: 29/50
Design Creativity and Aesthetic Creativity: 19/30
Aesthetics and Polish: 12/20
Overall: 60/100

Design and Execution:
The idea seems good on paper, but I'm not sure how well it's executed.
For one, it's slippery everywhere, yet there are a lot of spiketops and jumping parakoopas around. The jumping parakoopas near the beginning of the shadow area were especially annoying to avoid. The level would probably be better off with non-slippery physics.
While I get the whole "two different worlds" idea, it feels pretty confusing to navigate, especially for the secret exit. I had a lot of trouble finding out what to do for the secret exit, to the point where I looked in LM, and even then I had trouble with what to do lol. The level could probably do a better job directing the player in that sense.
But anyway, this is pretty rompy level with a cool idea. It just didn't feel that good to play for me, and it's probably due to how the level is structured; there are slippery physics AND you have to jump around weird terrain a lot AND you have plenty enemies to deal with on top of that.

Design Creativity and Aesthetic Creativity:
The two worlds idea is sort of creative, and so are the aesthetics in a way, but it's not outstanding.

Aesthetics and Polish:
The aesthetics are a bit too bright in the blue world. I think you can tone it down a bit in both worlds though; the aesthetics are a bit distracting overall. Also, there's this problem with the crystals near the end.








Aristocrat - Abstract Plain's
Design and Execution: 0/50
Design Creativity and Aesthetic Creativity: 1000/30
Aesthetics and Polish: -999/20
Overall: 1/100

Design and Execution:
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Design Creativity and Aesthetic Creativity:
"mario has butt"

Aesthetics and Polish:
no

Thanks for reviewing my level, Frozen Quills! I'm glad you like it. Also, the scores you gave me were very reasonable, although I thought I'd score a bit higher in aesthetics, but it's not a big deal. A 73 is still a pretty solid score overall.

Quote
I feel like the setups could use a bit more variation though; not too much of the level was memorable.


I can agree with that. Looking at my level overall, some of the setups, like the chucks "eating" chocolate blocks, and the use of banzai bills can get pretty repetitive at times. I could have used a few more unique obstacles.

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Formerly known as nick 139
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Forum Index - Sunken Ghost Ship - Old 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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