superwiidude - water processing
is it fun? 1/2
is it pretty? 1/2
is it memorable? 0/1
total: 2/5
This level does not benefit in any way from having tile 1f0. It is literally only in this level because you know it exists. Take it out or actually design situations with it in mind. The enemy design is also very excessive and inconsistent. Why use 2 monty moles only to replace them with ninjis? Why have 1 flying goomba? why did i only see 1 classic piranha plant? Simplify and decide between 3-5 sprites you want to focus your level around and stick with them. The moon might be a little too obvious, and considering you have an infinite number of tries if you dont kill that football chuck, it's also too easy to get.
Forcing the player to enter a gold rimmed pipe is a good idea, it shows them they can enter the earlier pipe and get the yoshi coin, if they didnt try already. Nice use of switch blocks to shield the player from enemies. Giving the player a throw block and having just enough time to kill that rip van fish was a really good idea as well.
Those solid white pipes are forgivable, but the golden rims look pretty bad. The pipes look flat and the rims have depth and it doesn't work. The grass and grey ground look okay, but the transition between the two is very sloppy. I'm also not sure what those mushroom blocks with the windows are supposed to be. A personal pet peeve of mine is having a coin block two tiles above the ground, it makes the space beneath the block feel more claustrophobic. Raising it up to three tiles above the ground will significantly help. The white thin pipes feel like they should be solid, they're connected to the solid fg. Same as the boxes in the second half (tho thats debatable because they're clearly in the bg, they're placed in areas where platforms should be). The solid black windows in the underwater section look off, like they should be a lighter colour. Why did you give the player a mushroom for the last 2 screens?
[L to R: self explanatory, dont have that stupid indent there; you cant see it behind the status bar and it serves no purpose, already told you what i thought about 1f0, this is the hardest part of the entire level by a long shot, why is your water not swimmable??]
morsel -baby farm snakes and ladders
is it fun? 0/2
is it pretty? 1/2
is it memorable? 1/1
total: 2/5
This level isn't fun. it isn't fun at all. I didn't finish it, and I'm not going to. So my judging is untrustworthy, but that doesn't matter to me. I died so many times to obstacles I didn't even have time to fully understand and time specific situations that had little-to-no proper lead-up or indicators to help me understand what you were asking of me. I'm sure if I played this level for the next 2 hours I could probably beat it, but I don't want to. Sorry. It's a very well designed, and that's the problem. It feels deliberately designed to distract you from fully understanding what it wants you to do next because you're still thinking of what you just did.
this is the exact moment i gave up and refuse to try again. I broke down, and I resorted to savestates to see if it was even possible. and it isn't. You either clip the side of the snake and lose your momentum and fall, or you jump in the lightning and die, regardless of if it's triggered or not. So sorry, I'm tapping out. If that was the point of your level, to frustrate somebody to the point of giving up trying, then good job. You did it. If your goal was to make a tough challenge to overcome, it isn't. Any successful attempt feels like sheer luck and only adds to the anxiety of what other things im going to die to on the next screen (this was after replenishing my lives twice, i needed the break. I'd say I died around 40 times total).
I've never seen that lightning thing before! Way cool. Too bad the platform is not big enough to accommodate it, so more times than not you jump too early and have no choice but to land right into it. I've worked with the lightning before, and can tell you that to a player, it will always last longer then it feels like it should, and I never fully understood how the lightning works. The one at the beginning doesn't teach me anything because of how quickly the platform moves on from it. I like the aesthetics. They're very simple, but effective. The blue in the bg I'd probably change to something a bit more fitting.
I'm not sure how I feel about the sign barely poking out from the side of the screen. I get the idea, but i dont think it works very well. I'd move it or not have it at all. I'm not too sure what the yoshi face on either side of the bridge is. I guess it's supposed to be a snake, but it looks really bad, especially as the bridge tends to cut-off on the corners when it goes at a 90 degree angle. I missed the descending mushroom because i was jumping up the stairs and it went under me. You can clip the sides of light switch tiles and they halt all your momentum, so if there's an alternative method of blocking mario you can use, I'd use it.
SMWCJullasicFox - Dolphin Valley
is it fun? 0/2
is it pretty? 0/2
is it memorable? 0/1
total: 0/5
I don't even know what to say about this level. There were just so many poor decisions made in almost every regard. It's boring; there are no hostile enemies until the last cave section, and even then i ran in a straight line and went under all of them. Your level relies on dolphin jumping; a feat that can be completely skipped over by just swimming to the last dolphin and jumping on it directly. It was over so quickly; i just held right and occasionally jumped and that let me win with no problems at all. You have aesthetics, but every custom decoration you created was cut off. All your palettes were rough. You somehow (maybe on purpose) changed the status bar palette to blue. It's just not very good.
The blue dirt palette is terrible. Darken it or desaturate it but dont keep it like that. Dont have vertical scrolling with layer 3 water, the water will raise when you do. Where are the enemies? Why are these fish flopping in the water and not swimming? How did you manage to create custom map16 tiles and use the wrong corner pieces for the mushrooms? Why did you turn the mushroom platforms into squares and why are the stems such a horrid colour? Why did I reach the midpoint after about 20 seconds of playing? Did you only place 1 dragon coin? I didn't see any others.
come on man, what is this?
jshaaa - twinkle twinkle...
is it fun? 1/2
is it pretty? 1/2
is it memorable? 0/1
total: 2/5
Very relaxing atmosphere that clashes with its rather hectic gameplay. Not much to say about it
If you know how to, disable the no yoshi entrance. Change the bg colour so the transparent water isnt solid white. Change the porcu-puffer palette to something more vibrant and fish-like. Urchins move very slow, and this 1-up was very easy to get. At the 1-up, remove that lone muncher after the muncher pit. It's very easy to fall into it and die. The green pipes/mushroom tops feel out of place with the rest of the level's palette. I would find a way to get rid of these info boxes, and that room altogether. The first one is pretty obvious and the second one should be taught through gameplay.
WOW that leap in difficulty from room 1 to room 2. Please ease into this kind of challenge, maybe remove the fuzzie altogether. It's too sudden a change. Also you're going to have to put the p-switch on the same level as the digging chuck rocks, or not make the p-switch platform a brown block. When you hit the p-switch you fall into a rock or fuzzy and die. Also waiting for a p-switch to run out is lame. There was 1 rock on screen at any time and that big gap in the middle let me avoid the fuzzie without moving making the whole section pointless. Do I have to jump off this fish if i get the yoshi coin in the water? seems a little punishing, if i kill the fish i go back even further. you're punishing the player for grabbing a collectible.
okay so not being able to go back through the pipe that you need the correct on/off for? not good. i didnt even fully understand what you were talking about with that and now im stuck and have to die. Speaking of which,
I'm stuck. You didn't give me a spring, so I'm stuck. Nice.
That's all i have the patience to do tonight. Feel free to hate my scoring system or way of judging. keep in mind this is all opinion and you can disagree if you want.
is it fun? 1/2
is it pretty? 1/2
is it memorable? 0/1
total: 2/5
This level does not benefit in any way from having tile 1f0. It is literally only in this level because you know it exists. Take it out or actually design situations with it in mind. The enemy design is also very excessive and inconsistent. Why use 2 monty moles only to replace them with ninjis? Why have 1 flying goomba? why did i only see 1 classic piranha plant? Simplify and decide between 3-5 sprites you want to focus your level around and stick with them. The moon might be a little too obvious, and considering you have an infinite number of tries if you dont kill that football chuck, it's also too easy to get.
Forcing the player to enter a gold rimmed pipe is a good idea, it shows them they can enter the earlier pipe and get the yoshi coin, if they didnt try already. Nice use of switch blocks to shield the player from enemies. Giving the player a throw block and having just enough time to kill that rip van fish was a really good idea as well.
Those solid white pipes are forgivable, but the golden rims look pretty bad. The pipes look flat and the rims have depth and it doesn't work. The grass and grey ground look okay, but the transition between the two is very sloppy. I'm also not sure what those mushroom blocks with the windows are supposed to be. A personal pet peeve of mine is having a coin block two tiles above the ground, it makes the space beneath the block feel more claustrophobic. Raising it up to three tiles above the ground will significantly help. The white thin pipes feel like they should be solid, they're connected to the solid fg. Same as the boxes in the second half (tho thats debatable because they're clearly in the bg, they're placed in areas where platforms should be). The solid black windows in the underwater section look off, like they should be a lighter colour. Why did you give the player a mushroom for the last 2 screens?
[L to R: self explanatory, dont have that stupid indent there; you cant see it behind the status bar and it serves no purpose, already told you what i thought about 1f0, this is the hardest part of the entire level by a long shot, why is your water not swimmable??]
morsel -
is it fun? 0/2
is it pretty? 1/2
is it memorable? 1/1
total: 2/5
This level isn't fun. it isn't fun at all. I didn't finish it, and I'm not going to. So my judging is untrustworthy, but that doesn't matter to me. I died so many times to obstacles I didn't even have time to fully understand and time specific situations that had little-to-no proper lead-up or indicators to help me understand what you were asking of me. I'm sure if I played this level for the next 2 hours I could probably beat it, but I don't want to. Sorry. It's a very well designed, and that's the problem. It feels deliberately designed to distract you from fully understanding what it wants you to do next because you're still thinking of what you just did.
this is the exact moment i gave up and refuse to try again. I broke down, and I resorted to savestates to see if it was even possible. and it isn't. You either clip the side of the snake and lose your momentum and fall, or you jump in the lightning and die, regardless of if it's triggered or not. So sorry, I'm tapping out. If that was the point of your level, to frustrate somebody to the point of giving up trying, then good job. You did it. If your goal was to make a tough challenge to overcome, it isn't. Any successful attempt feels like sheer luck and only adds to the anxiety of what other things im going to die to on the next screen (this was after replenishing my lives twice, i needed the break. I'd say I died around 40 times total).
I've never seen that lightning thing before! Way cool. Too bad the platform is not big enough to accommodate it, so more times than not you jump too early and have no choice but to land right into it. I've worked with the lightning before, and can tell you that to a player, it will always last longer then it feels like it should, and I never fully understood how the lightning works. The one at the beginning doesn't teach me anything because of how quickly the platform moves on from it. I like the aesthetics. They're very simple, but effective. The blue in the bg I'd probably change to something a bit more fitting.
I'm not sure how I feel about the sign barely poking out from the side of the screen. I get the idea, but i dont think it works very well. I'd move it or not have it at all. I'm not too sure what the yoshi face on either side of the bridge is. I guess it's supposed to be a snake, but it looks really bad, especially as the bridge tends to cut-off on the corners when it goes at a 90 degree angle. I missed the descending mushroom because i was jumping up the stairs and it went under me. You can clip the sides of light switch tiles and they halt all your momentum, so if there's an alternative method of blocking mario you can use, I'd use it.
SMWCJullasicFox - Dolphin Valley
is it fun? 0/2
is it pretty? 0/2
is it memorable? 0/1
total: 0/5
I don't even know what to say about this level. There were just so many poor decisions made in almost every regard. It's boring; there are no hostile enemies until the last cave section, and even then i ran in a straight line and went under all of them. Your level relies on dolphin jumping; a feat that can be completely skipped over by just swimming to the last dolphin and jumping on it directly. It was over so quickly; i just held right and occasionally jumped and that let me win with no problems at all. You have aesthetics, but every custom decoration you created was cut off. All your palettes were rough. You somehow (maybe on purpose) changed the status bar palette to blue. It's just not very good.
The blue dirt palette is terrible. Darken it or desaturate it but dont keep it like that. Dont have vertical scrolling with layer 3 water, the water will raise when you do. Where are the enemies? Why are these fish flopping in the water and not swimming? How did you manage to create custom map16 tiles and use the wrong corner pieces for the mushrooms? Why did you turn the mushroom platforms into squares and why are the stems such a horrid colour? Why did I reach the midpoint after about 20 seconds of playing? Did you only place 1 dragon coin? I didn't see any others.
come on man, what is this?
jshaaa - twinkle twinkle...
is it fun? 1/2
is it pretty? 1/2
is it memorable? 0/1
total: 2/5
Very relaxing atmosphere that clashes with its rather hectic gameplay. Not much to say about it
If you know how to, disable the no yoshi entrance. Change the bg colour so the transparent water isnt solid white. Change the porcu-puffer palette to something more vibrant and fish-like. Urchins move very slow, and this 1-up was very easy to get. At the 1-up, remove that lone muncher after the muncher pit. It's very easy to fall into it and die. The green pipes/mushroom tops feel out of place with the rest of the level's palette. I would find a way to get rid of these info boxes, and that room altogether. The first one is pretty obvious and the second one should be taught through gameplay.
WOW that leap in difficulty from room 1 to room 2. Please ease into this kind of challenge, maybe remove the fuzzie altogether. It's too sudden a change. Also you're going to have to put the p-switch on the same level as the digging chuck rocks, or not make the p-switch platform a brown block. When you hit the p-switch you fall into a rock or fuzzy and die. Also waiting for a p-switch to run out is lame. There was 1 rock on screen at any time and that big gap in the middle let me avoid the fuzzie without moving making the whole section pointless. Do I have to jump off this fish if i get the yoshi coin in the water? seems a little punishing, if i kill the fish i go back even further. you're punishing the player for grabbing a collectible.
okay so not being able to go back through the pipe that you need the correct on/off for? not good. i didnt even fully understand what you were talking about with that and now im stuck and have to die. Speaking of which,
I'm stuck. You didn't give me a spring, so I'm stuck. Nice.
That's all i have the patience to do tonight. Feel free to hate my scoring system or way of judging. keep in mind this is all opinion and you can disagree if you want.