Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Before you go and read this, I would like to repeat and emphasize that some of this may change if I keep running into problems with these subrubrics in their current state. In fact, this is one of the reasons scores may be subject to change atm.
- DESIGN
- Learning - X/7 (Presence of introductions, clarity, conveyance) (This can make or break a level as the player needs to know the rules they're playing by in a game or level. Being confusing or haphazard will usually have disastrous consequences for a level, which is why I weigh it this high.)
- Focus - X/6 (Gimmick/enemy bloat/drought, or balance therein) (Some of you may know that enemy bloat is a peeve of mine, and with that in mind it may not come as a surprise that I weigh this slightly more. After all, you can do so much with so little, and with having too many things comes the risk of overloading the player)
- Design - X/6 (Length, layout, pacing, checkpoints) (What it says on the tin tbh)
- Difficulty design - X/6 (Fairness, rng remains manageable) (more on a docking basis per issue I see. Usually having to do with being unreasonably difficult. In rare cases, too easy will also result in a docking.)
- Difficulty curve - X/5 (What it says on the tin + climax) (Build up to a good climax. A poor final stretch loses you a point or two, as does the classic bossless boss hallway. Also, the difficulty curve should build up properly)
- Assorted - X/5 (Is it perfect runnable? Does the architecture make sense? This is were basically everything else goes)
- FUN
- My fun factor - X/10 (What it says on the tin)
- Worthwhile - X/5 (Is it worth my time? Is it hella tedious? Does its charm wear off extremely quickly?)
- Severity of shortcomings - X/5 (More of a docking, for obvious reasons. How big are the problems and how much impact do they have on fun?)
- Other fun factor - X/5 (I judge other fun factor, as you simply design your work for everyone else and success is decided by who likes it. Still, this will never completely kill a level unless it wasn't fun to me either. This does, however, cover cases where I have fun because of my own quirks, such as an eye for design, and being appreciative of design challenges such as Shoe Man where everything is invincible. A MaGMML2 example of this would be Bond Man, where prior knowledge about Skip and me noticing the MM1 tropes were in its favor. I can't reasonably expect everyone to share my quirks, not even close.)
- CREATIVITY (Very subject to change at the moment)
- Originality - X/5 (Have I seen this often?)
- Novelty - X/5 (Does this bring something new to the table?)
- Creativity of setups - X/5 (Does this milk everything for what it's worth?) (This is more gameplaywise, but can be a very good way for devkit asset levels to nonetheless score in this area)
- AESTHETICS (Likewise very subject to change)
- Theming and atmosphere - X/7
- Quality (of graphics and music) - X/5
- Aesthetically pleasing - X/3 (Things that bother me outright in the aesthetics department)
- FUNCTIONALITY
- Everything is done on a docking basis. How much does a level break? I've tried to break this down but functionality is such a singular concept to me that I can't help but hinge all 10 points on bugs.
Advertisement
Add Comment
Please, Sign In to add comment