Thanks for all the new requests, I'll try to get to them as soon as possible. I'll try to get as many done before the end of the submission period so you still have time to update your entries.
As promised here are the next reviews with one of them being my biggest one yet and the other one an update of one of my previous reviews. Enjoy!
051 Kusrry:
Design: 33/60
One of the most creative and unique entries I've played yet. Sadly the execution isn't always up to what I'd wish for. But when it comes to potential almost no level comes close. With the right changes made I can see this level scoring very highly. One aspect I thought I'd mention before I talk about all the section individually is that the level unfortunately rather feels like a collection of interesting ideas with a lack of focus. While I love the behind all four gimmicks sometimes it's better to work with just one or two main gimmicks because you can't unleash the true potential of all gimmicks. In this level I feel that two of the gimmicks are cut way too short/barely used. Let's discuss the individual sections in more detail:
Golden block lock room / transition sections:
For the most part a decent section that works well as a transition to the more gimmicky rooms. While this section also has a gimmick it doesn't really effect on the gameplay becuase there is only ever one way to go. Using urchins outside of water and most of the setups with them are really creative. However they are often placed in a way in a way that involves a lot of waiting (example). Especially after playing through this section multiple times these jumps are not difficult just time consuming. At times I found this level to be too empty especailly the short section after the midpoint (example).
Reversing room:
What a lovely idea. I've got mixed feelings on the level design though. Like the gimmick of the first section I think it would work best in a more puzzle oriented design. As of now the gimmick rarely effects the gameplay as long as you enter the pipes you come across. The setup where you had to grab to springboard before you could progress to the right was one that stood out to me. I have a few problems with some of the setups and enemy placements though. One problem that I came across multiple times throughout the level was that you don't always give enough time to dodge the enemies when you come out of a pipe (example 1, 2). Also I'd consider removing the pargoomba sections as both of them are much more difficult.
Dark room:
Yet another awesome idea. The execution is alright on both sections but I feel you're still missing out on quite a bit of potential. Especially the first section is over before it even started. I'd recommend extending the section a bit and work with all different kinds of enemies that indicate platforms differently as long as they can't be killed. ECS gave you some great suggestions already on how you could spice up these sections. While I'm glad you brought the gimmick back for a second section it's much more difficult to recognise the shapes in it. For me the "safest" way of getting through it was to just go for it an spin from one fuzzball to the next (especially when you're under time pressure).
Time stop room:
By far my favourite section. Here you not only had a brilliant gimmick but also came up with many interesting setups. What I loved most is that you went for a non-linear / more puzzle oriented approach. Some of the memorable setups include the one with the bowser statues where you have to activate the conveyor belts or the large gap that you either cross with the moving platforms or through spinjumping on spinys. I have a few minor complaints though. The falling spiny in the very beginning that ECS already mentioned is very unfair, you could for example replace it with flying parakoopas. Sometimes sprites don't spawn e.g. these two saws here. The last few jumps are also really out of place difficulty wise especially if you're big.
Since the level is very long it's very possible that you can run low on time. I finished my first playthrough with only 18 seconds left.
Creativity: 27/30
No doubt, this is where the level truly shines. Pretty much every single section offers an enjoyable gimmick that one could build an entire level around. Out of all the gimmicks I found the time stop room the most intersting. It's section prooved how many interesting setups you can pull off with this idea. I also enjoyed the puzzly elements in that section e.g. throwing a throw block up to the conveyor belt to hit the diggin' chuck rock.
Aesthetics: 5/10
The first room looks neat for the most part. I like the tileset mixing especially the trees used as decoration. I'd recommend giving the trees a black outline though. The yellow dirt on the grassland tileset doesn't look very appealing, a different shade of green could work well. Also I'm not a fan of the golden blocks. You could for example replace them with switch blocks.
In the reversing room I love the yellow arrows you made because the gimmick is clear right of the bat and they look neat too. Not sure if I like both the light blue and pink colors together in the background.
The dark room pulls of a very decent atmosphere but some of the colors feel a bit out of place for me for example I'd consider changing the blue in the background (see example). I like the foreground palette quite a lot but would recommend a little more contrast on the dirt of the castle blocks.
The time stop room is quite simple aestheticly but I truely love the gradient in the background. Not the biggest fan of the cement blocks and cutoff ropes though.
Total: 65/100
023 JP32:
Design: 34/60
A definite improvement. Most of the new setups play decently with the pokey setup being a new favourite. They add some much needed difficulty to the first half. If there is one new setup that I dislike though it's the note block one. It's way too tight and when you're big I honestly have no clue on how to get past to the two munchers without getting hit. Also there are two things I should have mentioned on my last review: You can mess up the section before the midpoint if you lose your shell in any way before getting rid of the chuck. After playing the very last setup (with the note blocks) multiple times now I gotta disagree with what I said previously. I stil love the idea but feel like the note blocks make it way to hard to maneuver around the baseballs. Giving the player more room and time to react would help a lot. You fixed two previous issues though. The difficult feels much more balanced now with the first half now being quite tricky too and you are no longer able to break the section at the end. Good work there.
Creativity: 20/30:
Almost same score as last time as the new sections add very little new elements but rather build on previously established ideas and sections. I'm glad you made another setup with the extending block sprite though, both of them are super fun. The pokey setup is a great new addition though, very clever.
Aesthetics: 4/10:
No changes made on the asesthetics as far as I know. I gotta say I love the pokey reskin though xD.
Total: 58/100
Check out my new hack thread:
As promised here are the next reviews with one of them being my biggest one yet and the other one an update of one of my previous reviews. Enjoy!
051 Kusrry:
Design: 33/60
One of the most creative and unique entries I've played yet. Sadly the execution isn't always up to what I'd wish for. But when it comes to potential almost no level comes close. With the right changes made I can see this level scoring very highly. One aspect I thought I'd mention before I talk about all the section individually is that the level unfortunately rather feels like a collection of interesting ideas with a lack of focus. While I love the behind all four gimmicks sometimes it's better to work with just one or two main gimmicks because you can't unleash the true potential of all gimmicks. In this level I feel that two of the gimmicks are cut way too short/barely used. Let's discuss the individual sections in more detail:
Golden block lock room / transition sections:
For the most part a decent section that works well as a transition to the more gimmicky rooms. While this section also has a gimmick it doesn't really effect on the gameplay becuase there is only ever one way to go. Using urchins outside of water and most of the setups with them are really creative. However they are often placed in a way in a way that involves a lot of waiting (example). Especially after playing through this section multiple times these jumps are not difficult just time consuming. At times I found this level to be too empty especailly the short section after the midpoint (example).
Reversing room:
What a lovely idea. I've got mixed feelings on the level design though. Like the gimmick of the first section I think it would work best in a more puzzle oriented design. As of now the gimmick rarely effects the gameplay as long as you enter the pipes you come across. The setup where you had to grab to springboard before you could progress to the right was one that stood out to me. I have a few problems with some of the setups and enemy placements though. One problem that I came across multiple times throughout the level was that you don't always give enough time to dodge the enemies when you come out of a pipe (example 1, 2). Also I'd consider removing the pargoomba sections as both of them are much more difficult.
Dark room:
Yet another awesome idea. The execution is alright on both sections but I feel you're still missing out on quite a bit of potential. Especially the first section is over before it even started. I'd recommend extending the section a bit and work with all different kinds of enemies that indicate platforms differently as long as they can't be killed. ECS gave you some great suggestions already on how you could spice up these sections. While I'm glad you brought the gimmick back for a second section it's much more difficult to recognise the shapes in it. For me the "safest" way of getting through it was to just go for it an spin from one fuzzball to the next (especially when you're under time pressure).
Time stop room:
By far my favourite section. Here you not only had a brilliant gimmick but also came up with many interesting setups. What I loved most is that you went for a non-linear / more puzzle oriented approach. Some of the memorable setups include the one with the bowser statues where you have to activate the conveyor belts or the large gap that you either cross with the moving platforms or through spinjumping on spinys. I have a few minor complaints though. The falling spiny in the very beginning that ECS already mentioned is very unfair, you could for example replace it with flying parakoopas. Sometimes sprites don't spawn e.g. these two saws here. The last few jumps are also really out of place difficulty wise especially if you're big.
Since the level is very long it's very possible that you can run low on time. I finished my first playthrough with only 18 seconds left.
Creativity: 27/30
No doubt, this is where the level truly shines. Pretty much every single section offers an enjoyable gimmick that one could build an entire level around. Out of all the gimmicks I found the time stop room the most intersting. It's section prooved how many interesting setups you can pull off with this idea. I also enjoyed the puzzly elements in that section e.g. throwing a throw block up to the conveyor belt to hit the diggin' chuck rock.
Aesthetics: 5/10
The first room looks neat for the most part. I like the tileset mixing especially the trees used as decoration. I'd recommend giving the trees a black outline though. The yellow dirt on the grassland tileset doesn't look very appealing, a different shade of green could work well. Also I'm not a fan of the golden blocks. You could for example replace them with switch blocks.
In the reversing room I love the yellow arrows you made because the gimmick is clear right of the bat and they look neat too. Not sure if I like both the light blue and pink colors together in the background.
The dark room pulls of a very decent atmosphere but some of the colors feel a bit out of place for me for example I'd consider changing the blue in the background (see example). I like the foreground palette quite a lot but would recommend a little more contrast on the dirt of the castle blocks.
The time stop room is quite simple aestheticly but I truely love the gradient in the background. Not the biggest fan of the cement blocks and cutoff ropes though.
Total: 65/100
023 JP32:
Design: 34/60
A definite improvement. Most of the new setups play decently with the pokey setup being a new favourite. They add some much needed difficulty to the first half. If there is one new setup that I dislike though it's the note block one. It's way too tight and when you're big I honestly have no clue on how to get past to the two munchers without getting hit. Also there are two things I should have mentioned on my last review: You can mess up the section before the midpoint if you lose your shell in any way before getting rid of the chuck. After playing the very last setup (with the note blocks) multiple times now I gotta disagree with what I said previously. I stil love the idea but feel like the note blocks make it way to hard to maneuver around the baseballs. Giving the player more room and time to react would help a lot. You fixed two previous issues though. The difficult feels much more balanced now with the first half now being quite tricky too and you are no longer able to break the section at the end. Good work there.
Creativity: 20/30:
Almost same score as last time as the new sections add very little new elements but rather build on previously established ideas and sections. I'm glad you made another setup with the extending block sprite though, both of them are super fun. The pokey setup is a great new addition though, very clever.
Aesthetics: 4/10:
No changes made on the asesthetics as far as I know. I gotta say I love the pokey reskin though xD.
Total: 58/100
Check out my new hack thread: