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[FAN JUDGE] Falconpunch does Fan Judging?! Whaaa??

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Yep, that's right. I'm a Fan Judge now. I'm getting a kick out of many of these cool VLDC levels and I figure I may as well join in with the bunch. I even heard Aeon aka Eternity might do this as well~

So, let's get started, shall we?

NOTE: You can check out my total progress with this Google Docs Spreadsheet right here.

Name: ONE EFFORT MOUNTAIN
Author: yogui
Theme: Mountain
Secret Exit: No
Yoshi Coins: Yes
3-UP Moon: No
MY SCORE:
Design and Execution: 30/50
Design Creativity and Aesthetic Creativity: 7/30
Aesthetics and Polish: 11/20
Overall: 48/100
A pretty generic mountain level with Tile 1F0 as the gimmick. Tile 1F0 seems to be a popular gimmick this year, ever since PLEASE HOLD THE LINE, Cutting in Line, and Aparture Laboratory, which were VLDC9 levels that used this glitch for their levels.

This level, unfortunately, brings nothing too creative or new with the gimmick. All there pretty much is are Goombas, Chucks, or Footballs, ecetera sliding over or being stuck in place. The level already brings you in a dangerous situation ever after the introduction, which can bring a bunch of confusion and panic to the unsuspecting player. Some parts you have to not spin jump so high to not get hit by an enemy stuck above a tile above the player, especially at the beginning, which gets pretty bullshit. Plus, the aesthetics are kind of bland. Try adding a little life to these dull, dull mountains.

Also, the music you used is kind of a bad Kirby port. I understand from what I see that you're a Kirby fan, but either use a better Kirby port (Especially of Yogurt Yard), or a different port of a different franchise. Overall, the level's pretty much on the "Safe" side and didn't take any big risks. It wasn't incredibly boring, but it wasn't too fun or exciting, either.


Name: Dolphin Beach
Author: Luansilva12
Theme: Beach, Tropical
Secret Exit: No
Yoshi Coins: Yes
3-UP Moon: No
MY SCORE:
Design and Execution: 21/50
Design Creativity and Aesthetic Creativity: 7/30
Aesthetics and Polish: 12/20
Overall: 40/100
A relaxing-level difficulty beach level is always nice to see. Unfortunately, this is a very boring and generic level. It's weird that the transparent tide doesn't at least animate, because it looks like time just froze and Mario and the enemies are going around the beach while time for objects and pretty much other things just came to a standstill. Design-wise, the level isn't too exciting, as it pretty much is a hodgepodge of gimmicks and ideas. It's weird how you used Monty Moles near the end and Podoboos in the cave room, which is pretty much out of place as a whole, especially the lava. There's also a few sections I found weird, such as in here, the boardwalk merges with the water which Mario can pass through, causing that to happen, and here, when the Silver P-Switch just hinders your progress. Why would you think this is a good idea?


Name: #1 LUDWIG'S DOMAIN
Author: M A R I O W O R L D
Theme: Ice, Castle
Secret Exit: No
Yoshi Coins: No
3-UP Moon: Yes


DISQUALIFIED


I'm sorry, I believe you have the wrong contest. This is the Vanilla Level Design Contest, not the Kaizo Level Design Contest. This level requires precise timing, short hopping, and cape floating in order to beat. Ice physics and non-shooter Bullet Bills do not help, either. Either try again and put in some effort, or get out. Also, how the hell are you supposed to get that 3-UP Moon without getting hit or dying?

However, the reason it got DQ'd is because you drew new graphics. This is not what we do in the VLDC's. Merging two tiles, yes, but drawing new graphics? No.


Name: Mars Colonization
Author: msi810
Theme: Space, Desert
Secret Exit: No
Yoshi Coins: No
3-UP Moon: No
MY SCORE:
Design and Execution: 29/50
Design Creativity and Aesthetic Creativity: 17/30
Aesthetics and Polish: 13/20
Overall: 59/100
You've improved quite a bit from the last time I saw your level, msi810. However, your level drags on for quite a bit, especially concerning the difficulty. The level has some precise platforming, of which I hate, mostly the spin jumping on Thwomps after tricking them to land on the blocks. Aesthetics are nice, though it doesn't help because of the difficulty and length of the level. The sun/moon looks very odd, even on Layer 3, and so do the midpoint and goal points, the latter in terms of palette. Lastly, I don't understand why you had to use Question Blocks to serve as platforms, which discourage people from hitting them, as they could fall into the pit and die.

In conclusion, your level is yet another level with the Tile 1F0 gimmick. Nothing too new, but I'll let this version slide.


Name: VERY DANGER LIFTS
Author: LHB
Theme: Forest, Athletic
Secret Exit: No
Yoshi Coins: Yes
3-UP Moon: No
MY SCORE:
Design and Execution: 32/50
Design Creativity and Aesthetic Creativity: 12/30
Aesthetics and Polish: 8/20
Overall: 52/100
It may be a generic SMW level, but it's not bad at all. Not a lot of people go with the Butter Bridge Autoscrolling, so you using it does give the autoscroll some love. Of course, I do wish you could have made some different aesthetics, but I'll ignore that, as I know some people prefer to make their level SMW-esque. Regardless, the level's very nicely made, though the only thing that bugs me is one section with the Lava Lotus between cement blocks and the three-chained platform has the chained platforms hanging on nothing. I'd make it hang on to something non-solid if I were you.


Yep. As you can tell, I'm a pretty tough fan judge. You'll have to work really hard to impress me. I hope I'm doing a good job as of now. Am I using any kind of catagory related to scoring wrong? Let me know in the comments.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
"Of course, I do wish you could have made some different aesthetics, but I'm assuming you don't know how to."

Teach us
There's a lot of these threads this year. Frost would be proud.
Layout by Erik557
Hi.
Originally posted by ft029
"Of course, I do wish you could have made some different aesthetics, but I'm assuming you don't know how to."

Teach us

^
HackPortsASM"Uploader"

Looking forward to your reviews, especially because you are clearly an aesthetics person, which is a different background to JUMP 1/2 devteam fan judges (me and Pyro). The opinions I feel will be very different, but that does help, as it may be a good estimator of more aesthetics oriented judges.

I'll tell you if you interpret categories correctly when you review more levels, it's hard to tell with 4 ratings.
Thanks, guys. Now, onward to the next five levels in the batch of submissions so far...

Name: Area 51
Author: PMH
Theme: Grassland, Forest
Secret Exit: No
Yoshi Coins: No
3-UP Moon: No
MY SCORE:
Design and Execution: 8/50
Design Creativity and Aesthetic Creativity: 3/30
Aesthetics and Polish: 6/20
Overall: 17/100
This level was very amateurish, obviously made by someone new to Lunar Magic. I didn't get an "Area 51" vibe here at all. Isn't that place located in a desert or near some sort of lake? The area should probably have some sort of "secret facility" feel ot it as well. The obstacles were very, very easy to avoid, some of them were even put there just because, well...it's there. Additionally, near the end of the "dark" level, there's some obvious cut-off at the end. That's not how you properly stop a sublevel. You've got a long way to go before you can submit a decent level, kid.

Also, you didn't even submit your entry correctly: You have to submit .mwl files, ExGFX files if you used any, and put in a .txt file containing your level name, and Message Box texts. This could possibly get you disqualified.


Name: Dark Cloud Castle
Author: Roberto zamphari
Theme: Sky, Castle
Secret Exit: Yes (NO!)
Yoshi Coins: Yes
3-UP Moon: No
MY SCORE:
Design and Execution: 13/50
Design Creativity and Aesthetic Creativity: 6/30
Aesthetics and Polish: 8/20
Overall: 27/100
A generic castle level which just so happens to be in the sky. In my opinion, if you're going to do a sky level mixed with a castle over stormy clouds, make it actually feel like one. Everything's just so stagnant, boring, and having ghost house tiles in a castle level makes no sense. I'd look at others' sky castle levels if I were you. May I ask why you just edited the palette of the clouds and not of the entire foreground as well? It seems...off. There's also no way you can fall into the abyss until after the second section, which takes away the "Sky" feel to the level, and once again, a lot of obstacles were put in just because it's there.

While you did make the gimmick be mostly Sparkies, the gimmick wasn't very executed very well. A lot of sections were also very repetitive, using the same obstacle type over and over again, copypasted. This is not how you make a fun and creative level. Lastly, not only did I not find the Secret Exit, there was no Secret Exit. Did you forget that you had to edit the intro message box to list what your level does have out of the three listed and what it doesn't have? I'm just letting you know, as it will cause confusion otherwise.


Name: Abstract Road
Author: toad64
Theme: Abstract
Secret Exit: Yes
Yoshi Coins: No
3-UP Moon: Yes
MY SCORE:
Design and Execution: 22/50
Design Creativity and Aesthetic Creativity: 11/30
Aesthetics and Polish: 13/20
Overall: 46/100
Not bad, not bad at all. Certainly a nicely designed level, but it still could use some work. In my opinion, just having everything be in multi-colored outlines isn't enough to make your level "abstract", but I guess that's reconciled when you go through a lot of areas that look very abstract-ish and do random, weird things.

Level design wise, you can get stuck in the P-Switch area if you don't go through the block barrier while it's turned into coins, causing the player to have to either commit suicide or wait out the timer. This is poor level design, and must always be accounted for. Either put in a reset pipe or just do away with the P-Switch as a whole, preferrably the latter.The 3-UP moon you placed was incredibly easy to get. Make it actually hidden well, and hard to find and get. The Secret Exit didn't actually feel like a secret either, as the door to it was in plain sight. Although I must ask: how do you get that Secret Exit without actually getting hurt? I didn't get the "FLANDRE SCARLET" text in the secret route, either. Looks to me you're a Touhou fan.


Name: (NULL)
Author: IronFoxGaming
Theme: (NULL)
Secret Exit: (NULL)
Yoshi Coins: (NULL)
3-UP Moon: (NULL)
MY SCORE:
Design and Execution: (NULL)/50
Design Creativity and Aesthetic Creativity: (NULL)/30
Aesthetics and Polish: (NULL)/20
Overall: (NULL)/100
IronFoxGaming has deleted his submission. This is to be replaced once he has resubmitted his level, so his level cannot be played. Please enjoy the following picture in place of the level's screenshot instead.


Name: MUSHROOMWAVE
Author: Super Stiviboy
Theme: Beach, Castle, Abstract, Hodgepodge
Secret Exit: No
Yoshi Coins: Yes
3-UP Moon: No
MY SCORE:
Design and Execution: 10/50
Design Creativity and Aesthetic Creativity: 8/30
Aesthetics and Polish: 5/20
Overall: 23/100
Sorry, but at least Gambly Night tried to make a good looking aesthetical level with good design. This VAPORWAVE-esque level is just way too easy, and really hurts my eyes. Oh, and I didn't understand how to get the first Yoshi Coin. Some help getting it would be nice.


Yeah, these levels need A LOT of work. Don't give up though, guys. Criticism may be harsh, and believe me, I know, but it's to help us improve in life. Good luck to you all in improving your levels.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Originally posted by Falconpunch
but at least Gambly Night tried to make a good looking aesthetical level with good design


I guess comparing my Level to Wakanas Level is a Meme now?

aaaand it wasn't a Joke entry at all #w{=3}
Originally posted by Super Stiviboy
I guess comparing my Level to Wakanas Level is a Meme now?

To be fair, it had floating letters and focus on aesthetics, which is pretty much Gambly Night. And Pyro did not compare your level to Gambly Night at all (but rather to Night of Semiramis in MaGL3, a Talkhaus contest).
Originally posted by Falconpunch
I gotta say, I was a little disappointed ever since Peach Beach from VLDC9 or even your VLDC7 level of which the name I forgot.


You should avoid mentioning anything else made by the level creators when reviewing. Now I'm uncertain whether you're judging the level on its own merit or in comparison to the creator's previous levels. This is why we had anonymous judging last year.

Originally posted by Falconpunch
Of course, I do wish you could have made some different aesthetics, but I'm assuming you don't know how to

Originally posted by Falconpunch
Certainly better than all the other amateur-ish levels I've played so far

Originally posted by Falconpunch
Was this a joke level?


No insults please. Judging threads like these are for constructive criticism, not "lol do you even know how to aesthetic?"
Originally posted by Noivern
Originally posted by Falconpunch
I gotta say, I was a little disappointed ever since Peach Beach from VLDC9 or even your VLDC7 level of which the name I forgot.


You should avoid mentioning anything else made by the level creators when reviewing. Now I'm uncertain whether you're judging the level on its own merit or in comparison to the creator's previous levels. This is why we had anonymous judging last year.

Originally posted by Falconpunch
Of course, I do wish you could have made some different aesthetics, but I'm assuming you don't know how to

Originally posted by Falconpunch
Certainly better than all the other amateur-ish levels I've played so far

Originally posted by Falconpunch
Was this a joke level?


No insults please. Judging threads like these are for constructive criticism, not "lol do you even know how to aesthetic?"


About mentioning other stuff created by others: Okay, duly noted.

About the insulting: Only the second one sounds like insulting to me. The others are basically just pointing out stuff, assuming, or asking.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.

Pretty cool to see some more fan judges. I skim through these a bit to get any level design tips I can scrounge up.

off-topic but I found this coincidence pretty silly:
Switch: SW-2766-9108-9399Twitter: @Vine_STYouTube: that ivy guy
Originally posted by Ivy
off-topic but I found this coincidence pretty silly:

Crying Espeon or not, FP needs to chill with the attitude

Frost/GSG didn't do any of that in his thread, despite his critical-ness unless you count Soko getting super butthurt over Frost calling his level bad

That is, outside of bad joke levels
HackPortsASM"Uploader"

I'll tone it down with the rudeness. Next five.

Name: Bowel Relaxation
Author: Wind Fish
Theme: City, Sewer
Secret Exit: Yes
Yoshi Coins: Yes
3-UP Moon: No
MY SCORE:
Design and Execution: 37/50
Design Creativity and Aesthetic Creativity: 16/30
Aesthetics and Polish: 14/20
Overall: 67/100
Hmm, this level. It's not bad, but it does feel a little mediocre. For the aesthetics, If your intention was to make a city sewer, then I don't think this even looks like a sewer. It's a little too, shall we say, clean? The water is colored a blinding cyan, and the parts where the water is meant to be darker is barely noticeable, which can cause confusion to the player. The background's water flowing and animation looks really weird, as it is colored white like the background and doesn't seem to look like flowing water at all. The rocks also look really out of place in a sewer. Try using more pipes, perferrably decorative ones. The background looks a little dull, too. Oh, and have the sewer water have priority, and actually look like sewer water, especially in the background.

Design-wise, it's a little frustrating, and weird. The Swooper placements are mostly bullshit, and looks weird that they're "hanging" above the ceiling if you get them on-screen but not too close that they swoop down. I'd recommend reworking the Swooper placement so people can actually see the Swoopers coming instead of having to ancitipiate. Coins aren't enough of a guide. I did like how you used the Blue Koopas, reskinning them as Buzzies, so that's a first. Oh, and I also loved how you used one of my favorite Chrono Trigger songs, played in the sewers. With a little bit of work and polishing, your level could be a pretty good one.

P.S.: Your Secret Exit felt really, really out of place. It's just...there.

EDIT: Ah, much better. The water's actually filthy, the solid and swimmable parts are much more visible, the background's more decorated/lively, and the Swoopers are placed not in the ground, but now in formations warned by an ! mark in the shape of their formation. However, I still feel like the background could be improved just a little by changing the color of the sewer water. Having it white feels kind of odd. Maybe make it faded green instead? Also, your Secret Exit still makes no sense, as it's still just there. Other than that, this level's a lot better. Great work.

Off-topic, but I just love the Chrono Trigger songs you used. Singing Mountain is such a beautiful song. Too bad it was unused in the original game...Thanks for making me remember the beauty of this game and its soundtrack.


Name: SWISS HOT LAVA
Author: GlitchMr
Theme: Forest, Worst
Secret Exit: Yes
Yoshi Coins: Yes
3-UP Moon: Yes
MY SCORE:
Design and Execution: 7/50
Design Creativity and Aesthetic Creativity: 6/30
Aesthetics and Polish: 4/20
Overall: 17/100
AAAAAHHHGGGHHH!!! This level!! Yes, it was a creative gimmick on how to get the Secret Exit, but dear god, this is so fucking frustrating! While the normal exit is just a normal Forest of Illusion romp, the whole secret exit is just precise platforming and all up to luck for those who want to get the Secret Exit, and if you mess up or if luck isn't on your side in even the slightest, you're not getting the secret exit. Why the heck would you think this is a good idea? If you're going to make a gimmick like that, at least make it FUN and not ridiculously hard. On another note, the level name fits nothing related to your level. I promised I wouldn't be so angry, rude or worked up, but right now, I am geniunely angry thanks to this level's absurd difficulty in getting the Secret Exit, as I had to rely on Savestates and Rewinds JUST to beat it completely. Tell me this level wasn't intended to be submitted as Kaizo...


Name: Koopa Troopa Beach
Author: Gamma V
Theme: Beach, Tropical
Secret Exit: Yes
Yoshi Coins: Yes
3-UP Moon: No
MY SCORE:
Design and Execution: 29/50
Design Creativity and Aesthetic Creativity: 17/30
Aesthetics and Polish: 15/20
Overall: 61/100
Another nice, simple beach level. Only problem I have with this one is that the level aesthetics and gimmick is VERY disorienting...I ended up getting bullshitted out of a few hits because I thought some shells were solid and some were passable, or were just real shells. You may want to make it much less confusing so the player can clearly tell which ones he or she can pass, cannot pass, or can use as an actual shell. Not bad overall.

Random question: How many Super Mario Kart - Koopa Beach port versions are there? I remember hearing this song a lot in different hacks with a different style of sound.

UPDATE: Still kind of disorienting. The orange Koopa Shells look too similar to the Yellow Shells, so there's still a little bit of disorientation here. However, even with the changed palettes the layout is pretty confusing. Honestly, I'd just do away with the Koopa Shells altogether as it looks like a huge mess. I do appreciate your creativity, even though this level is one of those "Safe" levels.


Name: Net So Fast
Author: 1UPdudes
Theme: Abstract, Mountain, Sky, Grassland
Secret Exit: No
Yoshi Coins: Yes
3-UP Moon: No
MY SCORE:
Design and Execution: 34/50
Design Creativity and Aesthetic Creativity: 16/30
Aesthetics and Polish: 13/20
Overall: 63/100
Really nice autoscrolling level! Though it does get a bit boring at this speed, especially in this environment, as it's easy for the player to anticipate exactly what's going to happen, which kind of breaks the level a little. Also, going from standing on nets to climbing on them with a similarly colored net is kind of disorienting. I'd change the color of the climbable nets so the players know you climb on it if I were you. Oh, and it looks like there's a bit of cutoff in the background right here. Say, what would you say while you're polishing this level, you do away with the Clouds on Layer 2 and put it on Layer 3 instead? Cliche, but trust me: It'll look much better that way. Plus, since your level doesn't go upward in any way, the status bar will have no effect on your background.

Other than the complaints and suggestions listed above, it's a very nice and relaxing athletic level! Good job!


Name: CHURRASCADA™
Author: Aeon (aka Eternity)
Theme: Fire, Cave
Secret Exit: Yes
Yoshi Coins: Yes
3-UP Moon: Yes
MY SCORE:
Design and Execution: 45/50
Design Creativity and Aesthetic Creativity: 21/30
Aesthetics and Polish: 14/20
Overall: 80/100
Churrascada del Fontanero! Lo cocinamos muy bien! El sabor es seguro para llegar mucho más allá de lo que sus papilas gustativas pueden manejar! Fiesta de fuego y carne fresca cocida! Usaste un traductor para traducir este mensaje, ¿no? Apuesto a que no leíste el mensaje. Tampoco yo. Ahora, celebre las maravillas de Churrascada del Fontanero! Arriba!

...Okay, enough fiddling around with Google Translate. This level has an amazing gimmick, using lesser-used lava-based obstacles, being Blarggs, being used for intents other than Skull Raft parts (which is what people usually do with them these days), water/lava floating platforms, and of course, sinking rock platforms. All executed very well, and almost nothing is disorienting.

While I'm not a big fan of floating Blarggs, which can look cut-off, I do like how you used the Blarggs to make them a little more interesting and more of a threat. The fact that you're mostly treading on floating platforms makes people want to avoid jumping around too much on the same platforms, or else they die. The Secret Exit and 3-UP Moon felt a little too easy to find/get, albeit the former having a room you have to pass to get to the keyhole. This could be just me, though.

On one last note, I agree with snoruntpyro's review of this level talking about that one Fireball which caught her off-guard. It applied to me too. You may want to remove that, as that part of the level's hard enough as it is. Besides all I listed, this is a VERY well-made and creative level. Now, if only someone could port this song, then you'd use it in your level, due to the level name.


These were good levels, guys. You certainly have a chance at the Best World. Good luck on improving, and may the best man win!
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Thanks for the review!
Layout by Erik557
Hi.
Thanks for the review Fpunch.

I thought on using Layer 3 but I never used the new features in LM to edit it. I've seen what crazy stuff people come up with so yeah clouds on this layer would look nice.

Cheers. ^.^
Name: A normal SMW level
Author: nahuelscoba
Theme: Grassland, Worst
Secret Exit: No
Yoshi Coins: Yes
3-UP Moon: No


DISQUALIFIED


...Are you even trying?


Name: Absolute Frenzy
Author: ThePat545
Theme: Castle, Abstract
Secret Exit: Yes
Yoshi Coins: Yes
3-UP Moon: No
MY SCORE:
Design and Execution: 14/50
Design Creativity and Aesthetic Creativity: 11/30
Aesthetics and Polish: 10/20
Overall: 35/100
I'm sorry, but this level is an absolute mess. Level design is a mess, the aesthetics are a mess, and the level feels very unpolished. The stars in the background look very ugly, the foreground aesthetic looks very odd and confusing, the level is very claustrophobic, and the worst part is: The level's mostly unbeatable to due Sprite Memory issues! I gave up at this part because the dolphins and wall springboard wouldn't appear no matter what I did. The patches we used may give you more sprites to work with at a time, but it doesn't guarantee that everything you do will work. The gimmick involving the canvases and Bowser Status is pretty interesting, I'll give you that. However, due to the fact the level does not work right and is very frustrating and disorienting for the players, I'm afraid I'm going to have to give this a "Disqualified" tag until you fix these issues listed.

EDIT: Now the level's been given a different look, and looks slightly better. The decorations and design are still sort of disorienting and odd-looking, the palettes look kind of messy and off, especially the hills and clouds in the background, and the level's very claustrophobic in many parts, and the Big Boo boss is frustratingly hard. Most of the level isn't so hard, but the end of the level is almost impossible to not take a hit in. Maybe make the area less claustrophobic, remove a few spikes and traps, and make the Big Boo boss easier to defeat. Perhaps if the Grinder went the other way, or if you used a different enemy instead, the fight would be much better. Oh, and for some reason, these spikes didn't hurt me in this frustrating section, so I cheated my way out of that area.

The Layer 3 stars look very ugly, too. If you still want to use Layer 3 Stars, try using those "sparkles" from the overworld, and use up to 3 colors, not counting transparency, and make them not just an ugly white. Speaking of colors, the dark purple you used for most of the castle foreground clashes with the contrast of everything else used in the level, being bright and colorful. Why don't you brighten it up to match with the rest of the foreground, and if you can, darken up the decoration a bit so it's clear what and what isn't passable?

Other than the issues listed, it's a pretty decent level from what I see, and now that it's qualified, you should take heed of these new issues you have with the level.


Name: Fuzzy Heights
Author: RZIBARA
Theme: Sky, Athletic, Mountain
Secret Exit: No
Yoshi Coins: Yes
3-UP Moon: Yes
MY SCORE:
Design and Execution: 34/50
Design Creativity and Aesthetic Creativity: 16/30
Aesthetics and Polish: 15/20
Overall: 65/100
This is a very well-built athletic level! The fact that you used only Fuzzies and not Chainsaws makes the level a whole lot more focused and unique, since usually people use both Chainsaws and Fuzzies for their levels. I do have one complaint however: How are you supposed to get that Green Switch Block without item babysitting a shell to it? Isn't that asking a bit much just for a cape to get a 3-UP Moon? Other than that, you did a very good job at this level, dude.


Name: Spiny's Trees
Author: JeanOliveira
Theme: Forest
Secret Exit: Yes
Yoshi Coins: Yes
3-UP Moon: Yes
MY SCORE:
Design and Execution: 12/50
Design Creativity and Aesthetic Creativity: 9/30
Aesthetics and Polish: 7/20
Overall: 28/100
The level's a basic rompy forest level, with a rain effect which nothing like rain. Kinda mediocre if you ask me. Nothing of true interest to say at all, except I don't know how to get that 3-UP Moon. Also, are you allowed to change any tiles between Map16 Pages 0-3? Because I don't think you are. Otherwise, I'll have to Disqualify this. I'll let it slide right now, though.


Name:
Author:MonkeyShrapnel
Theme: Cave
Secret Exit: No
Yoshi Coins: Yes
3-UP Moon: No
MY SCORE:
Design and Execution: 3/50
Design Creativity and Aesthetic Creativity: 1/30
Aesthetics and Polish: 5/20
Overall: 9/100
This level's boring. Really, really boring and uninteresting, where I mostly didn't have to do anything. Nothing to speak about, other than the level's very amateurish. Make sure you also edit the intro message box to match what your level does and doesn't have. No more can be said about the level.


That's all for today. Any opinions on my judging so far?
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Quote
Also, are you allowed to change any tiles between Map16 Pages 0-3?


The level in question uses ExAnimation on tile 0xF8 (transparent one, used in Map16 tile 025 along with others), which is perfectly fine. Unless you mean something else.
Originally posted by GlitchMr
Quote
Also, are you allowed to change any tiles between Map16 Pages 0-3?


The level in question uses ExAnimation on tile 0xF8 (transparent one, used in Map16 tile 025 along with others), which is perfectly fine. Unless you mean something else.


I don't. Thanks for informing me. The level's fine, then.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Thanks for the review. Yes it is a shell puzzle because the cape also makes the last section a bit easier. So I want the player to have to work for it.
Super Mario World 3: The Koopas Strike Back
Super Mario: Grand Journey
Thanks for the opinions (Falconpunch and GlitchMr).

Well, about the rain animation, I already intended to remove it, it was very strange and ugly indeed #smw{:TUP:}

I also agree that the level is monotonous and easy, as was quoted in another review. Since my real intention was to make a level generic and simple, nothing very extravagant aesthetically (it is my personal taste).

At the moment I'm doing a remodeling to make the level a little tighter and hard, and replacing sprites. Aesthetics I'll leave aside at the moment #tb{^V^}

Originally posted by Falconpunch
I don't know how to get that 3-UP Moon

To get the moon, use the springboard of the secondary entrance.

Edit: Level updated. Link in the submission thread and my level too.
Link Thread Closed