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[Fan Judge]

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Thanks for the review - much appreciated.

Originally posted by Hobz
Why does the level start with a sign facing left?


Looks like you found that out by looking in Lunar Magic. It's supposed to be a clue to the secret exit, but if it's not particularly obvious, I'll likely remove it.

Originally posted by Hobz
It doesn't really look like water, it looks like an outline. If possible I'd add some sort of translucent (or solid colour that looks translucent) effect to it.


I want to do this, but I can't think of an easy vanilla way to do so. There's the translucent effect on the layer 3 water, but I'm not sure how I would layer it over what I already have. If you (or anyone else) has any suggestions, I'm all ears.

Originally posted by Hobz
I managed to jump through that dolphin/porcupuffer field with absolutely no problems at all. I dont think i ever touched a dolphin. The porcu-puffer can swim faster than you can scroll, and while i didnt have as much trouble as I expected to have, his rng was pretty frustrating to work around in that box. Getting to kill him felt good though.


tbh I think this is the weakest part of my level. I might redesign it completely, or at the very least the couple of screens that use the dolphins.

Originally posted by Hobz
I assumed I'd have to bring that platform up above the second lava hole to the water above it, especially with the way the floor next to it was flat and the two ball & chains were lined up perfectly to avoid.


I may end up removing the water from above it entirely. Even if you move it up though, you have to go far enough left and back that it despawns, but I can see where this would lead players to waste their time when they don't need to.

Originally posted by Hobz
I dont fully see the point of blocking thwimps with switch blocks. They already pose no threat, and I can see the switch blocks being more annoying than the actual thwimps are.


Fair point.

Originally posted by Hobz
I dont know if it was intentional or not but this platform didn't come back up.


Not intentional, but also not much of a threat since you can respawn it by walking left and coming back. If I can find an easy fix for it, I'll try, but I don't think I'll dwell on it too much if I can't.


Glad you enjoyed it. Thanks again for the review.
Matheus2653 - Space Odyssey
is it fun? 1/2
is it pretty? 1/2
is it memorable? 0/1
total: 2/5

Overall this level is a mess of ideas that never feel fully realized. The secret exit path (and getting to it) are the only two things I'd say fully work. I did especially love scrolling the screen to get the koopa to kick the shell. Super creative! Its just that the first half is mostly made up of boring jumping segments and fast-forwards to get things you need to spawn. The second half is a lot of boring set-ups with enemies that either pose no threat whatsoever, or hit you in unfair ways.

Love the fg palette, it's great!
Background feels incredibly flat. You dont need to bounce off the chuck rock to get the mushroom or yoshi coin. Even if you did, it's a boring idea and it takes forever, even holding down fast forward. You can see the green koopa's feet underneath the pipe. The bullet bill pipe is a joke because it doesn't fire until you're already past it. There isn't enough time to avoid those two shells the blue koopa kicks at you (and no indication that's even going to happen). The ceiling is also too low to properly dodge the shells. The grey pipe also having an enemy in it is both cruel and unfair because you just taught me that only red pipes contain enemies. These levels really need vertical scrolling enabled. Dont make your key gliding section over a pit. Put a floor, it's stupid to die after all that because you mess up.

[L to R: even after bouncing off the bullet bill it wasnt high enough to get up there, these bullet bills go behind the pipes but in front of the fg, causes cutoff).
Divemissile - TOGETHER WE RIDE
is it fun? 0/2
is it pretty? 0/2
is it memorable? 0/1
total: 0/5

This autoscrolling section is incredibly problematic. It moves slower than the enemies do, so more often than not you get blind-sided by something you couldn't even see and die. The level itself is a mess, and incredibly boring while still being frustrating with all the enemies placed seemingly for no reason. Scrap the entire autoscrolling section, it's awful and drags your whole level down substantially. The actual castle was like, 5 screens. And most of the podobos didn't pose any threat (in the last section with them all three of them went into pits almost right away). I dont even know what to tell you, dude. I say you start over, scrap the autoscrolling, scrap the layer 2, and just focus on making a more straight-forward castle level.

This palette is really bad (tho i like the grassland). These wheels dont make any sense, they're squared off and not rotating. Why are the wheels solid if the sides of the cart aren't? Dont put a saw we cant see behind the fg. The wall guided fuzzies glitch out because they touch something solid on the cart and then get stuck. I'm not sure if the idea of the moon was that it would blend in and you'd miss it, but it's incredibly easy to spot and grab. Wrong vertical FG position in the castle (its what's causing the camera to jerk up like that). This grinder going back and forth in front of the door is ridiculous, get rid of it. Ending with Ludwig doesn't make any sense, don't do that.

Like come on man, they're the first things you interact with and they dont work.
Celestial Seraph - The Frigid Fort
is it fun? 1/2
is it pretty? 1/2
is it memorable? 0/1
total: 2/5

Sorry, this is 2hard4me. I'm not sure if you intended on submitting a level that encourages savestates or other tools to complete or if I'm just not as good as I thought I was, but I can't get very far in this. I will say the sliding physics feel like a deliberate attempt to make the level harder for no reason, and the level design clearly doesn't reflect the difficulty they provide. The color scheme is very nice to look at, but not very icey. The blue coins are also not so good as they dont really mesh well with the fg palette.
JeanOliveira - Spiny's Trees
is it fun? 2/2
is it pretty? 1/2
is it memorable? 0/1
total: 3/5

This was a very fun platforming level that feels very authentic to SMW. It wasn't challenging in most situations, but it never felt boring or too easy. It just helped encourage a more relaxed playstyle i enjoyed a lot.
This bonus area is beautiful! I love it so much. But it feels like a huge waste of potential, given the lengths it took to reach it, 20 or so coins doesnt feel like a valid reward. It also skips you over 2 yoshi coins and the secret exit. Frankly, it does more harm than it does good.
The tree palette is nice, but I'm not a fan of the grass colour. The bg colour could also use some saturation. The tileset merging with the underground fg is pretty unnecessary, it would probably be better to replace them with tree leaves or something more fitting to a forest. Time limit's way too low, add 100 seconds to it. There are a lot of pipes cutoff on corner tiles. Not sure if its intentional but you could afford to move or merge them.
RZIBARA - Fuzzy Heights
is it fun? 2/2
is it pretty? 1/2
is it memorable? 0/1
total: 3/5

I dont really have much to say about this level, in a good way. You clearly tested it and polished it well, and its a great level! There are a handful of 1 tile jumps on the second half that can be tricky, but nothing unmanageable.

your reds on sprites look more like pinks. Doesnt bother me, but its noticable.
First, thanks for review my level, I'm glad you had fun with the level. Every opinion and criticism is welcomed.

Originally posted by Hobz
feels like a huge waste of potential, given the lengths it took to reach it, 20 or so coins doesnt feel like a valid reward. It also skips you over 2 yoshi coins and the secret exit.

My intention for the bonus area was to make it a shortcut to the end of the level, but with your argument I intend to review what to do to improve it.
Originally posted by Hobz
The bg colour could also use some saturation.

I have already made minor changes in BG, and I intend to increase the saturation of the palette a bit.
Originally posted by Hobz
The tileset merging with the underground fg is pretty unnecessary, it would probably be better to replace them with tree leaves or something more fitting to a forest.

I'll see what I can do... My reason for putting the underground tileset was to give less freedom to avoid spinys/thwimp spinys. I also think it was cool in conjunction with the grass/forest tileset. Needless to say this, but I have a boring problem: I do not really like dealing with Exgfx by having to remap palletes and tiles. I'm too lazy to do that, however simple that is. Anyway I'm thinking of replacing the underground tileset with trunks of solid trees.
Originally posted by Hobz
Time limit's way too low

I played the level in various ways (without running, fast, walking and exploring the level...), and I think 300 seconds is enough. I agree that it's kind of short if the player wants to take the Dragons Coins and Moon all at once, for example. But that makes the level even more challenging, in my opinion.
Originally posted by Hobz
There are a lot of pipes cutoff on corner tiles. Not sure if its intentional

It's intentional yes, and I intend to leave it anyway. This pipe cutoff is "acceptable" to me.

Thank you for your opinion and good luck with future reviews.
Ruberjig - Anomalous Apparatus
is it fun? 1/2
is it pretty? 2/2
is it memorable? 1/1
total: 4/5

Overall it's a very creative level, and it uses an idea i dont think ive ever seen before, but as a whole the level itself felt very unengaging. A lot of set-ups required very little thought or effort to pass, and as pretty as the level was, as a whole the experience felt rather lacking. I never really felt challenging or interested in what I was doing, all the enemies felt very segmented and the difficulty curve never seemed to move at all. Both sections feel very same-y and as a result the level feels too long. I think enemy placement and differentiating challenges can help make your level feel a lot stronger.

There was never a boo ring that felt like it had a challenge beyond waiting. It's not clear you cant jump on the upside down platforms.
Luks - Ball Breaker judge favourite
is it fun? 2/2
is it pretty? 2/2
is it memorable? 1/1
total: 5/5

This is a phenomenal level, the best I've played so far, no doubt about it. It looked great and played wonderfully! I love all the different challenges you managed to create using the same basic idea. It was a lot of fun, very satisfying to complete, offered a nice challenge without feeling overwhelming, and I love it. Great job!

I actually don't have anything to say about this level. I was going to comment on the throw block being incredibly difficult to navigate through that rock field, but you didn't need to. I thought that to get the last yoshi coin i had to swing the platform and jump under the goal post, as thats how most of the challenges involved using them.
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I'm glad you enjoyed my level Hobz! Flattered to be your favourite :>







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