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OLDC Scores by andyk250

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Sep 25th, 2017
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  1. ============
  2. = Level 85 =
  3. ============
  4. Level Design: 26/30
  5. Creativity: 13/20
  6. -----------------------------
  7. Polish: (Negative) -0/10
  8. -----------------------------
  9. Total: 39/50
  10.  
  11. Comments:
  12. Pros:
  13. • Well-designed, with opportunities for avoiding the saws rather than forcing spin-jumps.
  14.  
  15. Cons:
  16. • Seemed a little short.
  17.  
  18.  
  19.  
  20.  
  21.  
  22. ============
  23. = Level 84 =
  24. ============
  25. Level Design: 22/30
  26. Creativity: 13/20
  27. -----------------------------
  28. Polish: (Negative) -0/10
  29. -----------------------------
  30. Total: 35/50
  31.  
  32. Comments:
  33. Pros:
  34. • I liked the general idea behind the level and it reminded me of the Grand Finale level from Super Mario 3D Land.
  35. • Tricky without being obnoxious.
  36.  
  37. Cons:
  38. • A little more variety would have been nice. More tricks with the Spinies, maybe, or different block environments.
  39.  
  40.  
  41.  
  42.  
  43.  
  44.  
  45. ============
  46. = Level 83 =
  47. ============
  48. Level Design: 24/30
  49. Creativity: 16/20
  50. -----------------------------
  51. Polish: (Negative) -0/10
  52. -----------------------------
  53. Total: 40/50
  54.  
  55. Comments:
  56. Pros:
  57. • I liked the autumn theming.
  58. • Level design was unique and seemed to trick me into certain choices, which was neat.
  59.  
  60. Cons:
  61. • I wish it had been easier to tell which blocks would start the block snake "fuses"
  62.  
  63.  
  64.  
  65.  
  66. ============
  67. = Level 82 =
  68. ============
  69. Level Design: 24/30
  70. Creativity: 17/20
  71. -----------------------------
  72. Polish: (Negative) -1/10
  73. -----------------------------
  74. Total: 40/50
  75.  
  76. Comments:
  77. Pros:
  78. • Your good use of the Wooden Spikes, Expanding Platforms, and moving Gray Platforms makes for a neat and dynamic environment.
  79. • Great use of Layer 2 movement in your scrolling section. I started panicking, thinking I was going to be scroll-killed, and then things started moving. Nice surprise!
  80.  
  81. Cons:
  82. • I *like* the part where you have to make the run-up-the-wall part, but I *don't* like that it is necessary to progress.
  83. • Coin snake has glitched graphics due to sprite memory settings, I imagine.
  84. • Some blind jumps.
  85.  
  86.  
  87.  
  88.  
  89. ============
  90. = Level 81 =
  91. ============
  92. Level Design: 24/30
  93. Creativity: 13/20
  94. -----------------------------
  95. Polish: (Negative) -0/10
  96. -----------------------------
  97. Total: 37/50
  98.  
  99. Comments:
  100. Pros:
  101. • This felt like a well-designed low-medium difficult castle that would fit in well with the first half of Super Mario World.
  102. • I liked your flavor text and overworld.
  103.  
  104. Cons:
  105. • The Dry Beetle has a Dry Bones collapse animation.
  106. • Some portions felt a little empty, like there could have been more enemies, coins, or decorations.
  107.  
  108.  
  109.  
  110.  
  111. ============
  112. = Level 80 =
  113. ============
  114. Level Design: 26/30
  115. Creativity: 16/20
  116. -----------------------------
  117. Polish: (Negative) -0/10
  118. -----------------------------
  119. Total: 42/50
  120.  
  121. Comments:
  122. Pros:
  123. • This was a well-made level that reminded me of something that could have fit in well in Super Mario World
  124. • I like the way you provided multiple paths and branches to take through the level - great work!
  125.  
  126. Cons:
  127. • A few areas felt like they just needed a smidge more polish.
  128.  
  129.  
  130.  
  131.  
  132. ============
  133. = Level 79 =
  134. ============
  135. Level Design: 26/30
  136. Creativity: 16/20
  137. -----------------------------
  138. Polish: (Negative) -0/10
  139. -----------------------------
  140. Total: 42/50
  141.  
  142. Comments:
  143. Pros:
  144. • This was a really cool and interesting level.
  145. • You do a good job of walking the line between frustratingly difficult and satfisfyingly difficult.
  146.  
  147. Cons:
  148. • The Diggin' Chuck rock-jump portions, especially the one with the water and the vine, kill a little bit of the fun for me, but overall really great!
  149.  
  150.  
  151.  
  152.  
  153.  
  154.  
  155. ============
  156. = Level 78 =
  157. ============
  158. Level Design: 26/30
  159. Creativity: 15/20
  160. -----------------------------
  161. Polish: (Negative) -0/10
  162. -----------------------------
  163. Total: 41/50
  164.  
  165. Comments:
  166. Pros:
  167. • I really enjoyed this level and I don't think I've played a level which so heavily featured and made good use of Note Blocks
  168. • Good level title!
  169.  
  170. Cons:
  171. • A few sections were obnoxious or felt less polished; the Diggin' Chuck climb/cliff area was the worst offender and just having a hole for rocks to despawn would have been nice.
  172. • The midway point seemed unbalanced especially given the difficulty spike in the second half
  173.  
  174.  
  175.  
  176.  
  177. ============
  178. = Level 77 =
  179. ============
  180. Level Design: 25/30
  181. Creativity: 13/20
  182. -----------------------------
  183. Polish: (Negative) -0/10
  184. -----------------------------
  185. Total: 38/50
  186.  
  187. Comments:
  188. Pros:
  189. • I think the level was mostly well-designed and tricky and hard without being overwhelming.
  190. • Interesting uses of "conveyor" ropes
  191. • Aesthetically pleasing
  192.  
  193. Cons:
  194. • I HATED the jump with the Note Blocks right after the Power-Up Block not too far into the stage.
  195.  
  196.  
  197.  
  198.  
  199. ============
  200. = Level 76 =
  201. ============
  202. Level Design: 25/30
  203. Creativity: 15/20
  204. -----------------------------
  205. Polish: (Negative) -0/10
  206. -----------------------------
  207. Total: 40/50
  208.  
  209. Comments:
  210. Pros:
  211. • This level wasn't my cup of tea, but it was well-designed and aesthetically pleasing.
  212.  
  213. Cons:
  214. • The difficulty was high for my skill-level, so there's a chance you'll alienate some players.
  215.  
  216.  
  217.  
  218. ============
  219. = Level 75 =
  220. ============
  221. Level Design: 23/30
  222. Creativity: 16/20
  223. -----------------------------
  224. Polish: (Negative) -0/10
  225. -----------------------------
  226. Total: 39/50
  227.  
  228. Comments:
  229. Pros:
  230. • I liked the concept of this level and you made good use of the existing graphics
  231. • Solid level design elements
  232.  
  233. Cons:
  234. • This level felt short, and I think part of the problem might have been using the Fishin' Boo. Once you put him in (and I've had this experience, too) you are stuck to designing the rest of the level around avoiding him. If you ever remade this level, moving him to the VERY end section or in a sublevel would be a good move.
  235.  
  236.  
  237.  
  238. ============
  239. = Level 74 =
  240. ============
  241. Level Design: 25/30
  242. Creativity: 15/20
  243. -----------------------------
  244. Polish: (Negative) -0/10
  245. -----------------------------
  246. Total: 40/50
  247.  
  248. Comments:
  249. Pros:
  250. • Really "cool" concept for a level
  251. • Mostly good level design; good reuse of space
  252.  
  253. Cons:
  254. • While the concept for your level was solid, the level felt really LONG
  255. • Some of the Grinder/crushing sections were a bit overly difficult
  256.  
  257.  
  258.  
  259.  
  260. ============
  261. = Level 73 =
  262. ============
  263. Level Design: 22/30
  264. Creativity: 12/20
  265. -----------------------------
  266. Polish: (Negative) -0/10
  267. -----------------------------
  268. Total: 34/50
  269.  
  270. Comments:
  271. Pros:
  272. • A pretty well-made spooky forest
  273. • Nice placement of collectibles
  274.  
  275. Cons:
  276. • If the springboard served a purpose aside from collecting Dragon Coins, I missed it.
  277. • This *seemed* very linear. I didn't locate any side paths
  278.  
  279.  
  280.  
  281. ============
  282. = Level 72 =
  283. ============
  284. Level Design: 25/30
  285. Creativity: 14/20
  286. -----------------------------
  287. Polish: (Negative) -0/10
  288. -----------------------------
  289. Total: 39/50
  290.  
  291. Comments:
  292. Pros:
  293. • This was a well-made icy level that uses sprites not typically combined in this setting, so I liked the unique flavor
  294. • The Dolphin area was fun.
  295. • Nice hiding and placement of bonus items.
  296.  
  297. Cons:
  298. • A little more decoration would have been nice.
  299.  
  300.  
  301.  
  302.  
  303. ============
  304. = Level 71 =
  305. ============
  306. Level Design: 23/30
  307. Creativity: 16/20
  308. -----------------------------
  309. Polish: (Negative) -1/10
  310. -----------------------------
  311. Total: 38/50
  312.  
  313. Comments:
  314. Pros:
  315. • I think the puzzles were mostly well-designed and fair. I liked the last room best.
  316. • Nice writing solution
  317.  
  318. Cons:
  319. • What's with the Bouncing Rex Heads? 3spoopy5me
  320. • You can definitely get stuck in the second-to-last room if you jump onto the rope after fireballing the Jumpin' Piranha Plants
  321. • glitched Podoboo trails
  322. • The rooms didn't have a lot that made them distinct...
  323.  
  324.  
  325.  
  326. ============
  327. = Level 70 =
  328. ============
  329. Level Design: 21/30
  330. Creativity: 12/20
  331. -----------------------------
  332. Polish: (Negative) -0/10
  333. -----------------------------
  334. Total: 33/50
  335.  
  336. Comments:
  337. Pros:
  338. • A nice low-medium difficulty level that would have worked well as Yoshi's Island 4.
  339.  
  340. Cons:
  341. • Felt fairly repetitive -- Goomba/Yellow Paratroopa platform > simple-curve Saw-line [repeat]
  342. • The difficulty ramped up unexpectedly with the spin-jumping requirement.
  343.  
  344.  
  345.  
  346.  
  347.  
  348. ============
  349. = Level 69 =
  350. ============
  351. Level Design: 27/30
  352. Creativity: 17/20
  353. -----------------------------
  354. Polish: (Negative) -0/10
  355. -----------------------------
  356. Total: 44/50
  357.  
  358. Comments:
  359. Pros:
  360. • I've never been a huge fan of SMW's smasher castles, but this was really well-made
  361. • You made great use of the disappearing floor sprite, probably the best use of it I've ever seen.
  362.  
  363. Cons:
  364. • It felt a little short, but I also think you explored all the iterations of your potential puzzles fully. Maybe a non-themed portion or side path would add something?
  365.  
  366.  
  367.  
  368. ============
  369. = Level 68 =
  370. ============
  371. Level Design: 25/30
  372. Creativity: 18/20
  373. -----------------------------
  374. Polish: (Negative) -0/10
  375. -----------------------------
  376. Total: 43/50
  377.  
  378. Comments:
  379. Pros:
  380. • A really well-made and nice-looking puzzle level that explores some of SMW's unique spin-jump mechanics without abusing exploits
  381.  
  382. Cons:
  383. • Some of the timing is a bit too precise, and it becomes less about puzzle-solving and more about problem-solving
  384.  
  385.  
  386.  
  387.  
  388.  
  389.  
  390. ============
  391. = Level 67 =
  392. ============
  393. Level Design: 24/30
  394. Creativity: 16/20
  395. -----------------------------
  396. Polish: (Negative) -0/10
  397. -----------------------------
  398. Total: 40/50
  399.  
  400. Comments:
  401. Pros:
  402. • You took a cool level design concept and explored it fully and very well without it being tedious
  403. • The Ghost Water *was* spooky!
  404.  
  405. Cons:
  406. • The Porcu-Puffer was a little annoying
  407. • The levels seemed a bit sparse, apart from the enemies. Few coins, blocks, decorations.
  408.  
  409.  
  410.  
  411.  
  412.  
  413. ============
  414. = Level 66 =
  415. ============
  416. Level Design: 23/30
  417. Creativity: 12/20
  418. -----------------------------
  419. Polish: (Negative) -0/10
  420. -----------------------------
  421. Total: 35/50
  422.  
  423. Comments:
  424. Pros:
  425. • It was refreshing to play an ice level without slippery effects.
  426. • There were a couple of nice things here, like the breakable Spin Block to get the Dragon Coin or the drops down evading the Lava Lotuses
  427. • Good use of the ice blocks.
  428.  
  429.  
  430. Cons:
  431. • I wish there had been another side path or a showpiece
  432.  
  433.  
  434.  
  435.  
  436. ============
  437. = Level 65 =
  438. ============
  439. Level Design: 22/30
  440. Creativity: 17/20
  441. -----------------------------
  442. Polish: (Negative) -1/10
  443. -----------------------------
  444. Total: 38/50
  445.  
  446. Comments:
  447. Pros:
  448. • Your castle and caves are really well-designed and interesting
  449. • The "Ghost Attic" is a nice vertical section with scrolling hazzards.
  450.  
  451. Cons:
  452. • The Note Block bounce sprites are glitched in the "Ghost Attic"
  453. • The Layer 3 fog in the "Ghost Attic" absorbs your status bar
  454. • Did we visit EVERY vanilla level style? Feels a little theme-less, but you also transition well. I'm mixed.
  455.  
  456.  
  457.  
  458.  
  459. ============
  460. = Level 64 =
  461. ============
  462. Level Design: 24/30
  463. Creativity: 13/20
  464. -----------------------------
  465. Polish: (Negative) -0/10
  466. -----------------------------
  467. Total: 37/50
  468.  
  469. Comments:
  470. Pros:
  471. • A nicely-designed early-game-type level.
  472. • Manages to generate SMW and SMB3 nostalgia
  473. • I like the Lakitus in the bushes. The first one at the bottom of the screen creates a potential 1-Up generator. ;)
  474.  
  475. Cons:
  476. • Some areas did feel a little empty, in terms of decorations or enemies.
  477. • A highlight near the middle of the level would make it feel more unique or pop better.
  478.  
  479.  
  480.  
  481.  
  482. ============
  483. = Level 63 =
  484. ============
  485. Level Design: 26/30
  486. Creativity: 16/20
  487. -----------------------------
  488. Polish: (Negative) -1/10
  489. -----------------------------
  490. Total: 41/50
  491.  
  492. Comments:
  493. Pros:
  494. • Really well-designed and well-drawn with lots of nice detail.
  495. • The second section had some good puzzles.
  496. • The shaft at the end was awesome.
  497.  
  498. Cons:
  499. • Glitched lava splashes :?
  500. • At the end of the first section, I was able to jump into the cliff. :(
  501. • I wish the coins-as-warnings had been telegraphed better.
  502.  
  503.  
  504.  
  505.  
  506. ============
  507. = Level 62 =
  508. ============
  509. Level Design: 22/30
  510. Creativity: 16/20
  511. -----------------------------
  512. Polish: (Negative) -1/10
  513. -----------------------------
  514. Total: 37/50
  515.  
  516. Comments:
  517. Pros:
  518. • The first section is really well designed and has a great aesthetic.
  519. • Cool water beakers!
  520.  
  521. Cons:
  522. • The ice blocks have Eeries as bounce sprites! Spooky!
  523. • Some of the jumping skills required right before the goal are overwhelming. The whole second section is too exacting.
  524.  
  525.  
  526.  
  527. ============
  528. = Level 61 =
  529. ============
  530. Level Design: 24/30
  531. Creativity: 18/20
  532. -----------------------------
  533. Polish: (Negative) -0/10
  534. -----------------------------
  535. Total: 42/50
  536.  
  537. Comments: DISQUALIFIED
  538. Pros:
  539. • This was a interesting, challenging, creative level.
  540.  
  541. Cons:
  542. • It NEVER felt natural to me.
  543. • The last stretch was so timing dependent that it would be a chore to play without the rewind option, giving the mentral training you need to get "good" at this level scenario.
  544.  
  545.  
  546.  
  547.  
  548. ============
  549. = Level 60 =
  550. ============
  551. Level Design: 23/30
  552. Creativity: 14/20
  553. -----------------------------
  554. Polish: (Negative) -0/10
  555. -----------------------------
  556. Total: 37/50
  557.  
  558. Comments: DISQUALIFIED
  559. Pros:
  560. • I liked the scrolling bit with evading the Bullet Bills.
  561. • Nice use of Koopa Troopas and their interactions - that part was well-designed.
  562.  
  563. Cons:
  564. • The end of the scrolling area ends in a midpoint that scrolls you to death. What's up with that?
  565. • The transition into the castle is abrupt and not telegraphed well.
  566. • I couldn't beat this level
  567.  
  568.  
  569.  
  570.  
  571.  
  572. ============
  573. = Level 59 =
  574. ============
  575. Level Design: 29/30
  576. Creativity: 18/20
  577. -----------------------------
  578. Polish: (Negative) -0/10
  579. -----------------------------
  580. Total: 47/50
  581.  
  582. Comments:
  583. Pros:
  584. • Very nice and varied level design; cool palette and aesthetics.
  585. • I LOVED the idea of the "dead" Bonus Room - such a cool and unique idea.
  586. • The Swooper area.
  587. • The floating ? Block coin room.
  588.  
  589. Cons:
  590. • I wish it were a little longer.
  591.  
  592.  
  593.  
  594. ============
  595. = Level 58 =
  596. ============
  597. Level Design: 27/30
  598. Creativity: 13/20
  599. -----------------------------
  600. Polish: (Negative) -0/10
  601. -----------------------------
  602. Total: 40/50
  603.  
  604. Comments:
  605. Pros:
  606. • This was a well-designed level with some solid platforming
  607.  
  608. Cons:
  609. • I wish there had been a "showpiece" in this level that made it feel more unique or interesting or different
  610.  
  611.  
  612.  
  613.  
  614.  
  615. ============
  616. = Level 57 =
  617. ============
  618. Level Design: 24/30
  619. Creativity: 13/20
  620. -----------------------------
  621. Polish: (Negative) -0/10
  622. -----------------------------
  623. Total: 37/50
  624.  
  625. Comments:
  626. Pros:
  627. • Level was well designed and pretty fun and varied.
  628. • Nice use of tides
  629.  
  630. Cons:
  631. • Sometimes the level felt too claustrophobic, and not in a tense but fun way
  632.  
  633.  
  634.  
  635.  
  636.  
  637. ============
  638. = Level 56 =
  639. ============
  640. Level Design: 16/30
  641. Creativity: 12/20
  642. -----------------------------
  643. Polish: (Negative) -0/10
  644. -----------------------------
  645. Total: 28/50
  646.  
  647. Comments:
  648. Pros:
  649. • I like the idea behind the level and the underlying concepts behind the level design on display.
  650.  
  651. Cons:
  652. • The nature of the vertical level results in cutoff Dolphin tiles being incorrectly spawned at the bottom of the screen.
  653. • It's a pet peeve, but I don't like water that you can fall out of the bottom of without some sort of explanation.
  654. • Just not very fun. :( Sorry
  655.  
  656.  
  657.  
  658. ============
  659. = Level 55 =
  660. ============
  661. Level Design: 30/30
  662. Creativity: 18/20
  663. -----------------------------
  664. Polish: (Negative) -0/10
  665. -----------------------------
  666. Total: 48/50
  667.  
  668. Comments:
  669. Pros:
  670. • You are a master at designing line-paths that aren't inherently very dangerous but that trick you into making false steps by being busy and chaotic and forcing reactions.
  671.  
  672. Cons:
  673. • One place to breathe midway through the level would have been nice - you could have timed it to include a Midway Point, too, I think.
  674.  
  675.  
  676.  
  677.  
  678. ============
  679. = Level 54 =
  680. ============
  681. Level Design: 23/30
  682. Creativity: 13/20
  683. -----------------------------
  684. Polish: (Negative) -0/10
  685. -----------------------------
  686. Total: 36/50
  687.  
  688. Comments:
  689. Pros:
  690. • The title prepared me for something I would hate, but I didn't.
  691. • I liked the focus on tricky but attainable jumps.
  692.  
  693. Cons:
  694. • It was over as soon as it started.
  695.  
  696.  
  697.  
  698.  
  699. ============
  700. = Level 53 =
  701. ============
  702. Level Design: 20/30
  703. Creativity: 17/20
  704. -----------------------------
  705. Polish: (Negative) -0/10
  706. -----------------------------
  707. Total: 37/50
  708.  
  709. Comments:
  710. Pros:
  711. • I think the race with the Mega Mole was about as well as you can do using existing SMW assets
  712.  
  713. Cons:
  714. • I found the underwater section too difficult to navigate; I kept getting caught at the left edge.
  715.  
  716.  
  717.  
  718.  
  719. ============
  720. = Level 52 =
  721. ============
  722. Level Design: 17/30
  723. Creativity: 10/20
  724. -----------------------------
  725. Polish: (Negative) -0/10
  726. -----------------------------
  727. Total: 27/50
  728.  
  729. Comments:
  730. Pros:
  731. • Nice iterations of Grinder scenarios.
  732. • I appreciated the [insert boss fight] message box as meta-commentary.
  733.  
  734. Cons:
  735. • I find this level very repetitive and not fun to play.
  736.  
  737.  
  738.  
  739.  
  740.  
  741. ============
  742. = Level 51 =
  743. ============
  744. Level Design: 17/30
  745. Creativity: 10/20
  746. -----------------------------
  747. Polish: (Negative) -2/10
  748. -----------------------------
  749. Total: 25/50
  750.  
  751. Comments:
  752. Pros:
  753. • Lava + Forest + Ghosts = unique
  754.  
  755. Cons:
  756. • Color Math falls outside the rules of the contest
  757. • Level design was fairly repetitive
  758. • Not enough power-ups
  759.  
  760.  
  761.  
  762.  
  763. ============
  764. = Level 50 =
  765. ============
  766. Level Design: 20/30
  767. Creativity: 12/20
  768. -----------------------------
  769. Polish: (Negative) -0/10
  770. -----------------------------
  771. Total: 32/50
  772.  
  773. Comments:
  774. Pros:
  775. • Some cool ideas here and there, like the frozen tower climb.
  776. • Some good elements of level design here and there.
  777.  
  778. Cons:
  779. • Visually not very pleasing.
  780. • Ideas felt not fully polished.
  781.  
  782.  
  783.  
  784.  
  785. ============
  786. = Level 49 =
  787. ============
  788. Level Design: 28/30
  789. Creativity: 15/20
  790. -----------------------------
  791. Polish: (Negative) -0/10
  792. -----------------------------
  793. Total: 43/50
  794.  
  795. Comments:
  796. Pros:
  797. • Excellent level design, pretty aesthetics.
  798. • Great Bonus Rooms!
  799.  
  800. Cons:
  801. • The FG was sometimes a little cluttered by the foreground trees.
  802.  
  803.  
  804.  
  805.  
  806. ============
  807. = Level 48 =
  808. ============
  809. Level Design: 24/30
  810. Creativity: 20/20
  811. -----------------------------
  812. Polish: (Negative) -3/10
  813. -----------------------------
  814. Total: 41/50
  815.  
  816. Comments:
  817. Pros:
  818. • There was a lot about this level that I enjoyed, and I liked the Fuzzy gimmicks
  819. • Pretty nice aesthetics, mostly
  820. • Very creative
  821.  
  822. Cons:
  823. • Kaizo-Lite
  824. • Being forced to spit a Springboard through a wall :(
  825.  
  826.  
  827.  
  828.  
  829. ============
  830. = Level 47 =
  831. ============
  832. Level Design: 26/30
  833. Creativity: 15/20
  834. -----------------------------
  835. Polish: (Negative) -0/10
  836. -----------------------------
  837. Total: 41/50
  838.  
  839. Comments:
  840. Pros:
  841. • Cool, tough level-design with lots of tricky pseudo-puzzles
  842. • Nice palette
  843.  
  844. Cons:
  845. • One more enemy type would have added a nice bit of variety.
  846.  
  847.  
  848.  
  849.  
  850. ============
  851. = Level 46 =
  852. ============
  853. Level Design: 24/30
  854. Creativity: 15/20
  855. -----------------------------
  856. Polish: (Negative) -0/10
  857. -----------------------------
  858. Total: 39/50
  859.  
  860. Comments:
  861. Pros:
  862. • Mostly well-designed level with a good combination of Layer 2 scrolling and swimming.
  863. • Nice use of Whistlin' Chuck
  864.  
  865. Cons:
  866. • Some areas felt empty in terms of content and the aesthetics were very bland. Some decoration would have helped a lot.
  867.  
  868.  
  869.  
  870.  
  871. ============
  872. = Level 45 =
  873. ============
  874. Level Design: 23/30
  875. Creativity: 16/20
  876. -----------------------------
  877. Polish: (Negative) -0/10
  878. -----------------------------
  879. Total: 39/50
  880.  
  881. Comments:
  882. Pros:
  883. • Fun, silly level that made good use of tides, Dolphins, and sprite/object interactions.
  884.  
  885. Cons:
  886. • Some areas felt a little unpolished.
  887.  
  888.  
  889.  
  890. ============
  891. = Level 44 =
  892. ============
  893. Level Design: 25/30
  894. Creativity: 16/20
  895. -----------------------------
  896. Polish: (Negative) -0/10
  897. -----------------------------
  898. Total: 41/50
  899.  
  900. Comments:
  901. Pros:
  902. • This was a very unique-looking level considering you online used original graphics. I've never really seen things in these combinations before.
  903. • Fun level!
  904.  
  905. Cons:
  906. • Several of the scenarios required obnoxious levels of good timing or luck.
  907.  
  908.  
  909.  
  910.  
  911. ============
  912. = Level 43 =
  913. ============
  914. Level Design: 20/30
  915. Creativity: 12/20
  916. -----------------------------
  917. Polish: (Negative) -0/10
  918. -----------------------------
  919. Total: 32/50
  920.  
  921. Comments:
  922. Pros:
  923. • This reminded me a lot of an actual SMW level with a few nice variations (e.g. water-bound Piranha Plants).
  924. • I was surprised to learn that Rexes can't be defeated by being hit from below.
  925.  
  926. Cons:
  927. • Over-and-done pretty quick. Seemed a little empty sometimes. Was there a side-path?
  928.  
  929.  
  930.  
  931.  
  932.  
  933. ============
  934. = Level 42 =
  935. ============
  936. Level Design: 26/30
  937. Creativity: 13/20
  938. -----------------------------
  939. Polish: (Negative) -2/10
  940. -----------------------------
  941. Total: 37/50
  942.  
  943. Comments:
  944. Pros:
  945. • Forest Of Illusion is one of my favorite worlds in SMW and this felt like it could have fit right in there.
  946. • Nice use of the rarely-used Growing Pipes.
  947.  
  948. Cons:
  949. • Was the right Sprite Memory Setting on here? The key didn't spawn or appear for me on my first pass by its location and I just happened to backtrack and find it. Maybe I just had a perfect storm of the right combinations to unspawn it, but still.
  950. • Once I got Yoshi, his head also kept disappearing. Just too much going on, I guess. Darn Wigglers! *shakes fist*
  951.  
  952.  
  953.  
  954.  
  955. ============
  956. = Level 41 =
  957. ============
  958. Level Design: 24/30
  959. Creativity: 12/20
  960. -----------------------------
  961. Polish: (Negative) -0/10
  962. -----------------------------
  963. Total: 36/50
  964.  
  965. Comments:
  966. Pros:
  967. • Design-wise, this reminded me a lot of an original SMW level.
  968. • Good use of line-guides.
  969.  
  970. Cons:
  971. • The second On/Off Line-Guided Platform can get away from you VERY easily.
  972. • The line-guides seemed kinda rough to the point of glitchy in some places.
  973. • VERY linear.
  974.  
  975.  
  976.  
  977.  
  978. ============
  979. = Level 40 =
  980. ============
  981. Level Design: 26/30
  982. Creativity: 13/20
  983. -----------------------------
  984. Polish: (Negative) -0/10
  985. -----------------------------
  986. Total: 39/50
  987.  
  988. Comments:
  989. Pros:
  990. • I think this level was well-designed and mostly had a fair level of difficulty.
  991. • Aesthetically pleasing uses of Munchers and skinny pipes.
  992.  
  993. Cons:
  994. • It felt a little bit like a gauntlet. A branching path or some more verticality would have been nice.
  995.  
  996.  
  997.  
  998. ============
  999. = Level 39 =
  1000. ============
  1001. Level Design: 27/30
  1002. Creativity: 17/20
  1003. -----------------------------
  1004. Polish: (Negative) -0/10
  1005. -----------------------------
  1006. Total: 44/50
  1007.  
  1008. Comments:
  1009. Pros:
  1010. • This level was very creative and well-designed.
  1011. • Great use of interesting lines and behaviors.
  1012.  
  1013. Cons:
  1014. • I wish it had been just a little bit longer and more varied.
  1015.  
  1016.  
  1017.  
  1018.  
  1019. ============
  1020. = Level 38 =
  1021. ============
  1022. Level Design: 22/30
  1023. Creativity: 16/20
  1024. -----------------------------
  1025. Polish: (Negative) -0/10
  1026. -----------------------------
  1027. Total: 38/50
  1028.  
  1029. Comments:
  1030. Pros:
  1031. • Ride the snake! https://www.youtube.com/watch?v=SYhoJ9OOXXE
  1032. • I liked how the second half of the level was built around the idea of the Block Snake being like a burning fuse you have to follow.
  1033.  
  1034. Cons:
  1035. • There was a lot of waiting for the snake. A Bullet Bill generator of some kind might have helped.
  1036. • Nazis suck
  1037.  
  1038.  
  1039.  
  1040.  
  1041. ============
  1042. = Level 37 =
  1043. ============
  1044. Level Design: 30/30
  1045. Creativity: 13/20
  1046. -----------------------------
  1047. Polish: (Negative) -0/10
  1048. -----------------------------
  1049. Total: 43/50
  1050.  
  1051. Comments:
  1052. Pros:
  1053. • This was a very well-designed level. It was like an SMW level but better.
  1054.  
  1055. Cons:
  1056. • The design was really good, but there wasn't anything super-creative going on. The most creative thing was your use of bouncing Chainsaws.
  1057.  
  1058.  
  1059.  
  1060.  
  1061. ============
  1062. = Level 36 =
  1063. ============
  1064. Level Design: 24/30
  1065. Creativity: 18/20
  1066. -----------------------------
  1067. Polish: (Negative) -0/10
  1068. -----------------------------
  1069. Total: 42/50
  1070.  
  1071. Comments:
  1072. Pros:
  1073. • This was a really cool concept for a level. I've never seen anything like this before.
  1074. • You explore this concept with a lot of clever puzzles.
  1075.  
  1076. Cons:
  1077. • The message box states that this level was too short. I agree.
  1078. • I would have liked to have seen this idea more fully explored. Also, I'm not sure what could have been done vanilla, but some more use of transparencies would have carried the idea further.
  1079.  
  1080.  
  1081.  
  1082.  
  1083.  
  1084. ============
  1085. = Level 35 =
  1086. ============
  1087. Level Design: 24/30
  1088. Creativity: 17/20
  1089. -----------------------------
  1090. Polish: (Negative) -0/10
  1091. -----------------------------
  1092. Total: 41/50
  1093.  
  1094. Comments:
  1095. Pros:
  1096. • I saw a nice variety of intriguing puzzles here, especially your use of various tricky floors.
  1097. • The level was generally well-designed and tricky.
  1098.  
  1099. Cons:
  1100. • The floor-hole sprite looked ugly in this context.
  1101. • There were almost too many ideas going on here.
  1102.  
  1103.  
  1104.  
  1105.  
  1106.  
  1107. ============
  1108. = Level 34 =
  1109. ============
  1110. Level Design: 18/30
  1111. Creativity: 15/20
  1112. -----------------------------
  1113. Polish: (Negative) -0/10
  1114. -----------------------------
  1115. Total: 33/50
  1116.  
  1117. Comments:
  1118. Pros:
  1119. • I liked the idea behind this level.
  1120. • What was here was very well-designed and varied.
  1121.  
  1122. Cons:
  1123. • This was way too short, so I'm docking level design.
  1124.  
  1125.  
  1126.  
  1127. ============
  1128. = Level 33 =
  1129. ============
  1130. Level Design: 24/30
  1131. Creativity: 15/20
  1132. -----------------------------
  1133. Polish: (Negative) -0/10
  1134. -----------------------------
  1135. Total: 39/50
  1136.  
  1137. Comments:
  1138. Pros:
  1139. • This is such a bonkers idea for a level - a Ghost House big enough to contain a moving ghostly airship.
  1140. • I liked that hard-to-get 1-Up where you had to choose whether it was worth it to unleash the leaping Bowser Statue.
  1141.  
  1142. Cons:
  1143. • This was very linear.
  1144.  
  1145.  
  1146.  
  1147.  
  1148.  
  1149. ============
  1150. = Level 32 =
  1151. ============
  1152. Level Design: 23/30
  1153. Creativity: 16/20
  1154. -----------------------------
  1155. Polish: (Negative) -0/10
  1156. -----------------------------
  1157. Total: 39/50
  1158.  
  1159. Comments:
  1160. Pros:
  1161. • This was a very creative way of addressing the design guidelines.
  1162. • Overall, this was a fun level.
  1163.  
  1164. Cons:
  1165. • The sections were designed a little unevenly.
  1166. • No Bowser fight?
  1167.  
  1168.  
  1169.  
  1170. ============
  1171. = Level 31 =
  1172. ============
  1173. Level Design: 23/30
  1174. Creativity: 12/20
  1175. -----------------------------
  1176. Polish: (Negative) -0/10
  1177. -----------------------------
  1178. Total: 35/50
  1179.  
  1180. Comments:
  1181. Pros:
  1182. • I kind of liked the combination of slippery ice and lava rafting.
  1183. • Challenging without being unfair.
  1184. • Well-designed.
  1185.  
  1186. Cons:
  1187. • If there were branching paths, I didn't find them, so this was awfully linear.
  1188. • The level seemed a little on the short side.
  1189.  
  1190.  
  1191.  
  1192. ============
  1193. = Level 30 =
  1194. ============
  1195. Level Design: 28/30
  1196. Creativity: 14/20
  1197. -----------------------------
  1198. Polish: (Negative) -0/10
  1199. -----------------------------
  1200. Total: 42/50
  1201.  
  1202. Comments:
  1203. Pros:
  1204. • I normally hate levels that utilize the 45-degree slope, but I loved this level. This was a really well-designed and fun level to play.
  1205. • I liked the way you placed collectibles just out-of-reach to force the player to take chances.
  1206.  
  1207. Cons:
  1208. • My only recommendation is that a few jumps had lurking enemies with unpredictable firepower. That said, it wasn't a HUGE issue. I just can't think of anything else to criticize.
  1209.  
  1210.  
  1211.  
  1212. ============
  1213. = Level 29 =
  1214. ============
  1215. Level Design: 17/30
  1216. Creativity: 12/20
  1217. -----------------------------
  1218. Polish: (Negative) -0/10
  1219. -----------------------------
  1220. Total: 29/50
  1221.  
  1222. Comments:
  1223. Pros:
  1224. • The first level was a well-done traditional Mario grassland platforming level.
  1225.  
  1226. Cons:
  1227. • The fish-jumping section, while an interesting idea for a gimmick, was just not fun.
  1228.  
  1229.  
  1230.  
  1231. ============
  1232. = Level 28 =
  1233. ============
  1234. Level Design: 23/30
  1235. Creativity: 17/20
  1236. -----------------------------
  1237. Polish: (Negative) -0/10
  1238. -----------------------------
  1239. Total: 40/50
  1240.  
  1241. Comments:
  1242. Pros:
  1243. • This was a cool, creative concept for a level. I think this would work really well as a puzzle concept in many situations.
  1244.  
  1245. Cons:
  1246. • Something about the first section didn't quite work for me. The second section was tons more fun.
  1247.  
  1248.  
  1249.  
  1250.  
  1251. ============
  1252. = Level 27 =
  1253. ============
  1254. Level Design: 23/30
  1255. Creativity: 14/20
  1256. -----------------------------
  1257. Polish: (Negative) -0/10
  1258. -----------------------------
  1259. Total: 37/50
  1260.  
  1261. Comments:
  1262. Pros:
  1263. • I thought this was a fairly fun, pretty well-designed, challenging level.
  1264. • I'm always a fan of flying fish in levels like this. It really helps give levels surreal and unnerving quality.
  1265. • That overworld was beautiful.
  1266.  
  1267. Cons:
  1268. • A few of the jumps were a little unfair with the short timing windows on offer.
  1269.  
  1270.  
  1271.  
  1272. ============
  1273. = Level 26 =
  1274. ============
  1275. Level Design: 16/30
  1276. Creativity: 14/20
  1277. -----------------------------
  1278. Polish: (Negative) -0/10
  1279. -----------------------------
  1280. Total: 30/50
  1281.  
  1282. Comments:
  1283. Pros:
  1284. • This was a cool concept for a level.
  1285.  
  1286. Cons:
  1287. • I was really disappointed that the long stretch with Munchers were apparently placed higher than the "raft" meaning you get hurt if you stand on the raft in this section, even though it doesn't seem like it should happen visually.
  1288. • The level seemed really short and under-baked. A little more time and development would improve it.
  1289.  
  1290.  
  1291.  
  1292. ============
  1293. = Level 25 =
  1294. ============
  1295. Level Design: 20/30
  1296. Creativity: 14/20
  1297. -----------------------------
  1298. Polish: (Negative) -0/10
  1299. -----------------------------
  1300. Total: 34/50
  1301.  
  1302. Comments:
  1303. Pros:
  1304. • What a great use of the original palettes and tilesets to make a uniquely themed level.
  1305. • Level design was adequate for an early-game level.
  1306.  
  1307. Cons:
  1308. • A little more variety could have been added to your level design. It felt a little empty/repetitive in parts.
  1309. • The Beach Koopas seemed like an odd fit for the level, but that's just an opinion.
  1310.  
  1311.  
  1312.  
  1313. ============
  1314. = Level 24 =
  1315. ============
  1316. Level Design: 24/30
  1317. Creativity: 10/20
  1318. -----------------------------
  1319. Polish: (Negative) -0/10
  1320. -----------------------------
  1321. Total: 34/50
  1322.  
  1323. Comments:
  1324. Pros:
  1325. • Some fun, tricky platforming here. Pretty good level-design for a late-game or bonus stage.
  1326.  
  1327. Cons:
  1328. • I have a hang-up about spinning platforms that wipe you off against daikon radishes.
  1329.  
  1330.  
  1331.  
  1332.  
  1333. ============
  1334. = Level 23 =
  1335. ============
  1336. Level Design: n/a /30
  1337. Creativity: n/a /20
  1338. -----------------------------
  1339. Polish: (Negative) -0/10
  1340. -----------------------------
  1341. Total: n/a /50
  1342.  
  1343. Comments:
  1344. Pros:
  1345. • It was an entry.
  1346.  
  1347.  
  1348. Cons:
  1349. • It was misguided.
  1350.  
  1351.  
  1352.  
  1353. ============
  1354. = Level 22 =
  1355. ============
  1356. Level Design: 22/30
  1357. Creativity: 10/20
  1358. -----------------------------
  1359. Polish: (Negative) -0/10
  1360. -----------------------------
  1361. Total: 32/50
  1362.  
  1363. Comments:
  1364. Pros:
  1365. • I thought this level was just difficult enough to be challenging but still somewhat fun.
  1366. • Level design was generally well-planned, despite a few rough spots. I liked the echoes of the original game.
  1367.  
  1368. Cons:
  1369. • Pitchin' Chucks suck. Super Koopas kinda suck, too.
  1370.  
  1371.  
  1372.  
  1373. ============
  1374. = Level 21 =
  1375. ============
  1376. Level Design: 28/30
  1377. Creativity: 20/20
  1378. -----------------------------
  1379. Polish: (Negative) -0/10
  1380. -----------------------------
  1381. Total: 48/50
  1382.  
  1383. Comments:
  1384. Pros:
  1385. • What a wonderful level. This was so cool. Thank you!
  1386.  
  1387. Cons:
  1388. • If you are on the left edge of the screen and hold left as the screen is scrolling left, you can suicide unintentionally. Working around that would have made this perfect, to me.
  1389.  
  1390.  
  1391.  
  1392. ============
  1393. = Level 20 =
  1394. ============
  1395. Level Design: 22/30
  1396. Creativity: 12/20
  1397. -----------------------------
  1398. Polish: (Negative) -2/10
  1399. -----------------------------
  1400. Total: 32/50
  1401.  
  1402. Comments:
  1403. Pros:
  1404. • I liked the idea of this level being a hypothetical level on Laser Suit Island.
  1405. • You had some fun ideas in here and the platforming was generally fun.
  1406.  
  1407. Cons:
  1408. • The level was a bit visually messy.
  1409. • The level felt very short and/or unfinished.
  1410.  
  1411.  
  1412.  
  1413.  
  1414. ============
  1415. = Level 19 =
  1416. ============
  1417. Level Design: 20/30
  1418. Creativity: 15/20
  1419. -----------------------------
  1420. Polish: (Negative) -0/10
  1421. -----------------------------
  1422. Total: 35/50
  1423.  
  1424. Comments:
  1425. Pros:
  1426. • You did such a good job of imitating the Star World levels that I at first didn't realize this was a new level.
  1427.  
  1428. Cons:
  1429. • You did such a good job of imitating the Star World levels that I at first didn't realize this was a new level.
  1430.  
  1431.  
  1432.  
  1433.  
  1434. ============
  1435. = Level 18 =
  1436. ============
  1437. Level Design: 20/30
  1438. Creativity: 16/20
  1439. -----------------------------
  1440. Polish: (Negative) -0/10
  1441. -----------------------------
  1442. Total: 36/50
  1443.  
  1444. Comments:
  1445. Pros:
  1446. • I like the use of the Slice O' Watermelon Triangles as a level gimmick. You created some interesting scenarios to navigate
  1447. • I misread the title of your level as SUPERINTENDENT HILL and it made me lol
  1448.  
  1449. Cons:
  1450. • I found several iterations of your level formula a tad too difficult or dependent on luck/Hammer RNG
  1451.  
  1452.  
  1453.  
  1454.  
  1455. ============
  1456. = Level 17 =
  1457. ============
  1458. Level Design: n/a /30
  1459. Creativity: n/a /20
  1460. -----------------------------
  1461. Polish: (Negative) -0/10
  1462. -----------------------------
  1463. Total: n/a / 50
  1464.  
  1465. Comments: DISQUALIFIED
  1466.  
  1467.  
  1468.  
  1469. ============
  1470. = Level 16 =
  1471. ============
  1472. Level Design: 22/30
  1473. Creativity: 16/20
  1474. -----------------------------
  1475. Polish: (Negative) -0/10
  1476. -----------------------------
  1477. Total: 38/50
  1478.  
  1479. Comments:
  1480. Pros:
  1481. • This was a really cool conceit for a level
  1482.  
  1483. Cons:
  1484. • A little bit of the level design was a little sketchy; a little more polish would have helped
  1485.  
  1486.  
  1487.  
  1488. ============
  1489. = Level 15 =
  1490. ============
  1491. Level Design: 25/30
  1492. Creativity: 14/20
  1493. -----------------------------
  1494. Polish: (Negative) -0/10
  1495. -----------------------------
  1496. Total: 39/50
  1497.  
  1498. Comments:
  1499. Pros:
  1500. • The level was well-designed and did a good job of keeping a theme without being repetitive; you iterated your ideas nicely.
  1501. • I found the 3-Up Moon!
  1502.  
  1503. Cons:
  1504. • I had difficulty with the midpoint where you have to spin-jump into the pipe. It seemed like a ramp-up in difficulty that was inconsistent with the rest of the level
  1505.  
  1506.  
  1507.  
  1508. ============
  1509. = Level 14 =
  1510. ============
  1511. Level Design: 18/30
  1512. Creativity: 13/20
  1513. -----------------------------
  1514. Polish: (Negative) -0/10
  1515. -----------------------------
  1516. Total: 31/50
  1517.  
  1518. Comments:
  1519. Pros:
  1520. • I really, really liked the Cloud ride for the first third of the level
  1521.  
  1522. Cons:
  1523. • You ran into some sprite tile memory limits in the second section
  1524. • I aggressively disliked the scrolling last section of the level because I was stuck on the left side of the screen the entire time and couldn't grab the Star for the last leg of it
  1525.  
  1526.  
  1527.  
  1528. ============
  1529. = Level 13 =
  1530. ============
  1531. Level Design: 5/30
  1532. Creativity: 17/20
  1533. -----------------------------
  1534. Polish: (Negative) -0/10
  1535. -----------------------------
  1536. Total: 22/50
  1537.  
  1538. Comments:
  1539. Pros:
  1540. • I got the impression that you were going for a whirlpool level and I think your combination of effects simulated that fairly well.
  1541.  
  1542. Cons:
  1543. • This level was not fun to play due to all the Rip Van Fishes and Urchins and the lack of focused level design
  1544.  
  1545.  
  1546.  
  1547.  
  1548. ============
  1549. = Level 12 =
  1550. ============
  1551. Level Design: 15/30
  1552. Creativity: 15/20
  1553. -----------------------------
  1554. Polish: (Negative) -0/10
  1555. -----------------------------
  1556. Total: 30/50
  1557.  
  1558. Comments:
  1559. Pros:
  1560. • I like levels that have two distinct halves.
  1561. • Interesting mix of usually disparate enemies and layouts
  1562. • I like the scroll into Wendy Battle
  1563.  
  1564. Cons:
  1565. • The logic of the line-guided platform that clips through the daikon platform bothered me.
  1566. • The level design on display here could have been much more polished
  1567.  
  1568.  
  1569.  
  1570. ============
  1571. = Level 11 =
  1572. ============
  1573. Level Design: 28/30
  1574. Creativity: 15/20
  1575. -----------------------------
  1576. Polish: (Negative) -0/10
  1577. -----------------------------
  1578. Total: 43/50
  1579.  
  1580. Comments:
  1581. Pros:
  1582. • very nice use of Thwomps and Thwimps
  1583. • Well-designed level with plenty of variety
  1584.  
  1585. Cons:
  1586. • I liked the auto-scrolling, but I felt like the windows for success were sometimes a little narrow.
  1587.  
  1588.  
  1589.  
  1590. ============
  1591. = Level 10 =
  1592. ============
  1593. Level Design: 15/30
  1594. Creativity: 12/20
  1595. -----------------------------
  1596. Polish: (Negative) -0/10
  1597. -----------------------------
  1598. Total: 27/50
  1599.  
  1600. Comments:
  1601. Pros:
  1602. • Cool placement of Lakitus behind the daikon pillars
  1603. • I liked the use of Throw Blocks as an obstacle instead of a tool
  1604.  
  1605. Cons:
  1606. • I found the flying Lakitu in this level frustrating because its position is y-locked, even though vertical scrolling is on and much of the level takes place with the Lakitu above the line of sight, so you are constantly getting hit by Spinies and Spiny Eggs dropping from off-screen
  1607. • The level was short and design felt unfinished or unpolished
  1608.  
  1609.  
  1610.  
  1611.  
  1612. ============
  1613. = Level 09 =
  1614. ============
  1615. Level Design: 26/30
  1616. Creativity: 16/20
  1617. -----------------------------
  1618. Polish: (Negative) -1/10
  1619. -----------------------------
  1620. Total: 41/50
  1621.  
  1622. Comments:
  1623. Pros:
  1624. • I liked how you stacked and layered your platforms
  1625. • Cool placement of the midway point
  1626. • I was surprised by how thrown Spiny Eggs and Hopping Flames behaved in rising tides - that was COOL!
  1627.  
  1628. Cons:
  1629. • level could have been a little longer
  1630. • personally, I thought Munchers on top of Clouds was gross, but I can't say why
  1631. • some cutoffness in those layer platforms :(
  1632.  
  1633.  
  1634.  
  1635.  
  1636. ============
  1637. = Level 08 =
  1638. ============
  1639. Level Design: 24/30
  1640. Creativity: 10/20
  1641. -----------------------------
  1642. Polish: (Negative) -0/10
  1643. -----------------------------
  1644. Total: 34/50
  1645.  
  1646. Comments:
  1647. Pros:
  1648. • felt very much like level that would have been in Super Mario World
  1649. • level was designed well overall
  1650.  
  1651. Cons:
  1652. • cape felt mandatory for second half of the level
  1653. • tall pipe near end of flying section created the horizontal equivalent of a blind jump (without more specific coin guidance)
  1654.  
  1655.  
  1656.  
  1657.  
  1658. ============
  1659. = Level 07 =
  1660. ============
  1661. Level Design: 20/30
  1662. Creativity: 13/20
  1663. -----------------------------
  1664. Polish: (Negative) -0/10
  1665. -----------------------------
  1666. Total: 33/50
  1667.  
  1668. Comments:
  1669. Pros:
  1670. • right-to-left level
  1671. • good unique theming (flooded mine) using existing graphics sets
  1672. • good secrets (Coin Heaven, cape feather)
  1673.  
  1674. Cons:
  1675. • level design was a little repetitive
  1676. • having one more enemy would have made the level a bit more interesting
  1677. • some tough jumps toward the end
  1678. • low time limit
  1679. • minor quibble - I didn't like the sections where the mines could drift out of the pools
  1680.  
  1681.  
  1682. ============
  1683. = Level 06 =
  1684. ============
  1685. Level Design: 27/30
  1686. Creativity: 18/20
  1687. -----------------------------
  1688. Polish: (Negative) -0/10
  1689. -----------------------------
  1690. Total: 45/50
  1691.  
  1692. Comments: I LOVED this level. Other than looking a little bit cluttered visually, I found it very well-designed and utilizing gimmicks and combinations that were interesting, novel, and fun. I do feel like a few portions were "first drafts" that you might have tweaked over time, but overall it was superbly designed. Great work!
  1693.  
  1694.  
  1695.  
  1696.  
  1697.  
  1698. ============
  1699. = Level 05 =
  1700. ============
  1701. Level Design: 20/30
  1702. Creativity: 10/20
  1703. -----------------------------
  1704. Polish: (Negative) -5/10
  1705. -----------------------------
  1706. Total: 25/50
  1707.  
  1708. Comments: I found myself using rewind a lot in this level. I'm open to slippery ice levels, but I found many of the jumps to be overly punishing. I think the level design itself with a few tweaks to be nicer to the player would have made this level much better. I noticed a few blind jumps as well. It really didn't feel as polished as SMW. Your castle background was missing candles. :(
  1709.  
  1710.  
  1711.  
  1712.  
  1713.  
  1714.  
  1715. ============
  1716. = Level 04 =
  1717. ============
  1718. Level Design: 22/30
  1719. Creativity: 15/20
  1720. -----------------------------
  1721. Polish: (Negative) -5/10
  1722. -----------------------------
  1723. Total: 32/50
  1724.  
  1725. Comments: You use a lot of under-used sprites in this level in interesting combinations, but I don't feel they all work in a player-friendly/fun way. To me, this didn't feel as polished as an SMW level. That said, I ended up liking quite a bit of it. It felt like a good challenging level that is hard enough to be frustrating but not so hard to be impossible.
  1726.  
  1727.  
  1728.  
  1729.  
  1730. ============
  1731. = Level 03 =
  1732. ============
  1733. Level Design: 25/30
  1734. Creativity: 17/20
  1735. -----------------------------
  1736. Polish: (Negative) -0/10
  1737. -----------------------------
  1738. Total: 42/50
  1739.  
  1740. Comments: I think this ended up being an interesting and fun level, but I really wish you had telegraphed via a Message Box that the player should just wait for the Block Snake. I really, really liked the scrolling Grinder gauntlet at the end.
  1741.  
  1742.  
  1743.  
  1744.  
  1745.  
  1746. ============
  1747. = Level 02 =
  1748. ============
  1749. Level Design: 25/30
  1750. Creativity: 12/20
  1751. -----------------------------
  1752. Polish: (Negative) -0/10
  1753. -----------------------------
  1754. Total: 37/50
  1755.  
  1756. Comments: I think this level was generally very well-designed, but it felt a little bland. I think I liked the second section best, where you were forced to hide in hiding spots from the Eeries.
  1757.  
  1758.  
  1759.  
  1760.  
  1761. ============
  1762. = Level 01 =
  1763. ============
  1764. Level Design: 23/30
  1765. Creativity: 17/20
  1766. -----------------------------
  1767. Polish: (Negative) -0/10
  1768. -----------------------------
  1769. Total: 43/50
  1770.  
  1771. Comments: A lot of thoughtfulness went into your level design and you combined several different ideas to good effect, but these were undermined by (what I found to be) several unfair jumps that weren't really comparable to core SMW level design. The creativity you displayed, though, made up for some of these shortcomings. The elevator, while creative and cool, utilized "unintended behavior" of SMW layer manipulation. Sprite memory settings crapped out a bit in the first room, and I wish the elevator room could have been H-scroll locked, but I doubt that was possible under this contest. Another reason perhaps to have left it out. The Big Boo Boss fight was cool and theft-worthy. ;)
  1772.  
  1773.  
  1774.  
  1775.  
  1776. ============
  1777. = Level 00 =
  1778. ============
  1779. Level Design: 18/30
  1780. Creativity: 10/20
  1781. -----------------------------
  1782. Polish: (Negative) -2/10
  1783. -----------------------------
  1784. Total: 28/50
  1785.  
  1786. Comments: This was a very straightforward Ghost House. I think your level would have benefitted from being a bit less linear. The key puzzle was okay but simple. The Bullet Bill stepping-stone into the entrance at the beginning was interesting but didn't seem to fit the rest of the level design. The opaque fog was annoying and tricky to navigate. :(
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