gonna rank on a scale of a-f, good ol grade school style. figured it'd be fun to see what other folks did for bldc since it's a new contest and all.
anyways i have a headache so im gonna not play levels and ill come back sometime
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Maruhai |
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complete waste of time. it's just yoshi's island 2 with the punchy sprite spammed everywhere, with incorrect graphics to boot. hope it gets disqualified. F | |
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ft029 |
lovin the incorrect graphics for the sideways springboard. i know the graphics seemingly arent included with the bldc baserom, but man i had a rude awakening at that first springboard (propelled me right into a firebar). the level as a whole is a series of under-explored gimmicks, each one showing you have the knowledge and skill to be able to turn them into something great, but ultimately compiled together and clearly rushed. the section with the flying chainsaws was pretty great, but it's too bad it required a forced hit. great use of the sequential platforms, too bad the levels just so rushed otherwise. B | |
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Erik & Dakras Hayashi |
these graphics are way too cluttered. there's not a single moment of breathing space as each 16x16 tile is seemingly something else. while the aesthetics of a level aren't the Crux Of A Level, it helps when they don't distract from the level by having all the fg be of similar colors, including the parts that are solid and the parts that are not. some areas with the giant urchins and the layer 2 forced me to take a hit because i had to wait for the setup in front of me and had no safe place to stand. the second half feels so incredibly messy - urchins that clip through blocks and suddenly teleport a block below combined with huge fish launcher where most the fish don't even have a hitbox and emit a horrible consistent spammed sound make a really unfun experience. this level is clearly untested, there are random green koopas in some areas that don't do anything, and urchins that glitch out or don't function at all. D | |
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kamekku14 |
this level also shows some signs of untesting - while less egregious than some others, stuff like fuzzies that instantly spawn and fall out of their lines, or a platform you need to free with on/off flinging off the line when i hit the on/off block show some wear and tear. this level feels pretty harmless. a kinda bland aesthetic, and gameplay that feels very safe. you offer quite a few raccoon tails, but they have little functional benefit. this level isn't really sure if it wants to be an athletic level or a regular romp, so the romp sections are abrupt, and the athletic sections are abrupt. C | |
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Hobz |
this is just a kaizo level. like full on unapologetic kaizo. it's well done, sure, but it's the wrong contest to submit it to. i wouldn't be surprised if it gets disqualified. F | |
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Ryaa |
this is a very interesting level, especially with how rushed it is. i kinda dig the fake windowing, especially for an autoscroll level it makes things much easier to focus on. i felt the first half of the first autoscroll section was pretty decent, but the second half went too spammy with the blue koopas, especially when getting hit by a blue koopa when jumping is certain death. teleport blocks at the bottom would've been nicer than having to die. the fast autoscroll was, an issue with most uses of it, too fast. it was pretty easy to fuck up a jump and immediately die. also it was pretty easy to miss the star, and i had to tank a series of blue koopas at the end that were clearly supposed to be an enjoyable "murder-all" moment. oh, and i'd put teleport blocks at the end of the fast autoscroll instead of a pipe. you have to time entering it and with everything going on, i imagine it can be easy to die at the end of the level because you didnt enter a pipe quick enough. C | |
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Flagpole1up |
these foreground graphics are way too distracting, especially since they're nearly the same color as the clouds in the background. the clearly fucked up graphics for the invisible coins are also distracting. there are big landmasses with solid black outlines (the green land) that i can just pass through the sides of, and many-tiered cloud foregrounds. the animations for the one-ways are also broken, which impeded my ability to tell what the fuck those things were when i played. it looks like you somehow got rid of the exgfx60 animation? the level design is very linear, i spent most of it just propelling and holding right. you offer so many of the mushrooms and give the player enough room to skip most the jumps, it ended up being a pretty bland experience. D | |
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BootaNoBijuu |
this is a pretty spunky level! it's got some great personality, especially for your first contest entry. the graphics are on the funkier side of things, but nothing too bad. i'd avoid putting enemies in the background though, like the ninjis you have on the houses. this is especially bad when you already have established in your level that ninjis come in more than one color (the regular ninjis, and the reskinned monty moles as a grayer ninji). the second half is a bit messier than the first. some of the cat wall climbing areas were too claustrophobic with the circling blue koopas, and it ends with a blind drop into a lotus. the cat boxes are also pretty hard to see against the rest of the graphics, as it's the same brown and of a very similar design that you used for the walls and floors. i missed out on a cat suit or two in your forced powerdown sections (what did those add, anyways?), and then had to backtrack. best of luck in this contest and in future ones you enter, though! C |
anyways i have a headache so im gonna not play levels and ill come back sometime