If you want to play the updated Version, you can find it here.
e: I'll usually be going through the levels in submission order, but if you want me to judge your level soon(tm) feel free to message me!
Hello! I am the Aeon. Also known as MarioBros980. I'm a regular user, also known as ASM, Patches, Tools, 65c816, etc.
I actually planned on doing something like this before the contest started, but I wasn't expecting to be beaten to it by 3 different users lol (wonder if we can have a "fan results" thing once everyone's done). It helps other people improve their levels (hopefully) and it's something I like doing, so why not I guess.
Fairly obvious, but scores are subject to change as more levels are uploaded.
That being said, I hope enjoy your stay! See you around!
And that's it for now.
Hello! I am the Aeon. Also known as MarioBros980. I'm a regular user, also known as ASM, Patches, Tools, 65c816, etc.
I actually planned on doing something like this before the contest started, but I wasn't expecting to be beaten to it by 3 different users lol (wonder if we can have a "fan results" thing once everyone's done). It helps other people improve their levels (hopefully) and it's something I like doing, so why not I guess.
Fairly obvious, but scores are subject to change as more levels are uploaded.
That being said, I hope enjoy your stay! See you around!
AUTHOR: YOGUI | |
---|---|
DESIGN: 36/50 CREATIVITY: 19/30 AESTHETICS: 17/20 OVERALL: 72/100 |
|
Solid level overall. Tile 1F0 works decently as a gimmick, even if it's nothing new at this point. The first few screens do a decent job at introducing the theme to newer players, but I think the first Dragon Coin and powerup locations could be swapped, as there's a lot less danger in getting the former. Some of the obstacles are fairly boring to go through, in particular at the part where you have to spinjump on a Diggin' Chuck rock near the end of the first section. It goes on for too long, and there's not much else to it than just trying not to fall off. The final obstacle with the saws feels out of place. Another water section could work better, I don't think it was used enough. The level has already shown some interesting ideas, such as combining the helpless Cheep-Cheep with tile 1F0, so exploring them a bit more would be great. I really like the visuals. They are different enough from pure vanilla that they are fresh and interesting to look at, but still keep a somewhat classic feel to them. I'm not sure if I like using the same type of bricks as 1F0 for decoration, though. |
AUTHOR: LUANSILVA12 | |
---|---|
DESIGN: 16/50 CREATIVITY: 11/30 AESTHETICS: 15/20 OVERALL: 42/100 |
|
The biggest issue I had with this level is the lack of any sort of consistency design-wise. The first half is incredibly generic, lacking any sort of distinct theme (other than Dolphins) or progression, while the second half does the exact opposite and feels all over the place. There are a lot of different enemy types and obstacles, from moles to bullet bills to pokeys, and most of them are only seen once in the level. The level also fails on rewarding the player appropriately for exploring, notably on the little side path right below the exit from the cave room - there's a little hole that appears to have something important in it, but has nothing other than two coin blocks. This is made specially weird by the fact that there's a Dragon Coin in plain sight nearby - why not just place it in there? Additionally, there's also a blue P-Switch near the end of the level that appears to have no real use (also, it's a little bit misleading as it appears to be silver due to the palette edits. Try remapping either the switch or the dolphin's colors to fix that, or just remove it actually). This doesn't have anything going for it other than the above-average aesthetics. The design here definitely needs a lot of work. |
AUTHOR: M A R I O W O R L D | |
---|---|
DESIGN: 0/50 CREATIVITY: 0/30 AESTHETICS: 0/20 OVERALL: 0/100 (DQ?) |
|
I don't mind challenging levels as long as they're fair and interesting. Unfortunately, this level is neither. It's basically a series of precision jumps without much effort or thought put into them, and the ice physics really don't help. This is the one level so far I'd say is in desperate need of a complete rework, from the core idea to the design as a whole. |
AUTHOR: MSI810 | |
---|---|
DESIGN: 26/50 CREATIVITY: 20/30 AESTHETICS: 16/20 OVERALL: 62/100 |
|
The first section works well enough as an introduction, but it goes on for way too long. Most of the setups aren't particularly interesting and it seems to really overstay its welcome. The second half of the level is a lot more interesting, but it has its own issues. Other than the usual 1F0 shenanigans, there are line-guided platforms, falling platforms, spinjumping on enemies and so on. While I really like the idea here, I think it has a issue with conveyance, in particular when multiple of these little gimmicks are combined. There are parts where you need to spinjump on a Thwomp out of a moving platform to get on another one, for example, but it's not very clear to the player what to do, which will most likely lead to a few unfair deaths. While it has a lot of potential, this level is currently needing a lot of polish. Cutting down the first half a bit and heavily tweaking the second half's setups would make this a lot better. There's a section where you keep spinjumping on a Thwomp while waiting for a sparky to come, and there's a odd-colored coin to indicate there's something important there. I think if the coin had palette more distinct from the regular yellow coins (e.g. change it to red) and was use them more through the level it could help with the more unclear setups. |
AUTHOR: LHB | |
---|---|
DESIGN: 42/50 CREATIVITY: 19/30 AESTHETICS: 14/20 OVERALL: 75/100 |
|
A rare example of a nicely designed autoscrolling level. It sticks very close to vanilla, but manages to keep itself interesting all the way through. There's always some sort of obstacle for the player to avoid, but none of them are hard enough to overwhelm the player. There are a lot of clever setups, and adding the Volcano Lotuses to the mushroom spriteset was a really nice touch. It also helps that the level both makes use of one of the special autoscroll settings, which is a lot more interesting to the player than a simple slow autoscroll. There are no innovative gimmicks or mind-blowing aesthetics, it's just a simple, short-but-sweet platforming level. Nice work. |
AUTHOR: PMH | |
---|---|
DESIGN: 8/50 CREATIVITY: 12/30 AESTHETICS: 6/20 OVERALL: 26/100 |
|
Yet another level that would have benefited from more focus. This is pretty much a 3-in-1 type of level, with a few completely unrelated sections, each doing their own thing. It starts using Rexes, then switches over to the Pokey spriteset in the second section, and in the third uses the spotlight, Mecha-Koopas and Ninjis. Each of these sections could be their own level, a lot of different enemy types and level themes are introduced but none of them are explored as much as they should have been, the Sumo Bros. and Pitchin' Chuck near the end of the second section being great examples of that. I heavily recommend focusing on one of these themes then cutting the rest. |
AUTHOR: ROBERTO ZAMPARI | |
---|---|
DESIGN: 24/50 CREATIVITY: 18/30 AESTHETICS: 16/20 OVERALL: 58/100 |
|
Not a bad level. Once again we have two sections that don't quite feel like they belong to the same level, but there's something that connects them (the sparkies) so it doesn't feel as disjointed. The first half of the level was alright, and had some interesting setups at least, but most of them involved a lot of waiting. The spikes that go up/down were particularly annoying in that regard, and other than the forced waiting they didn't pose much of a threat. The second half is designed a lot better, but it's lacking in progression - the obstacles don't seem to change a whole lot as the level goes on. Also, either the intro is misleading and there's no secret exit or it's way too hidden, as even after going through the level multiple times I couldn't find it. Visuals are simple but effective. Not much wrong there, but at the same time nothing particularly impressive. |
AUTHOR: TOAD64 | |
---|---|
DESIGN: 12/50 CREATIVITY: 10/30 AESTHETICS: 8/20 OVERALL: 30/100 |
|
I don't think the outline aesthetics work well here. Mario's colors being mostly black is specially bad, as the one thing you usually don't want is for anything important to merge with the background, specially if that thing is your player character. With that out of the way, this is yet another level with the "multiple disjointed levels" issue. The multiple sections lack any sort of cohesion other than the similar aesthetic style, and it feels like you're going through three different levels. The sections individually have subpar design as well, as the randomness means it lacks several essential elements to a good level, such as progression and a good difficulty curve. The secret exit seems to only add some artificial replay value. It's right in the player's main path and requires no real effort to reach (it is made more difficult to reach without taking a hit if you're big, but that's still not good difficulty). Minor issue, but sideways piranha plants aren't the best choices for hurt blocks, as the vines don't look harmful if touched from above. These could probably be replaced by simple spikes. |
AUTHOR: SUPER STIVIBOY | |
---|---|
DESIGN: 10/50 CREATIVITY: 12/30 AESTHETICS: 4/20 OVERALL: 26/100 |
|
This level seems to put too much focus into the aesthetics, while the design was neglected. The sprite placement needs a lot of work, as most of them seem to be there only to populate the level, and others only appear once in the level as some sort of gimmick (e.g. the Thwomps). There aren't many interesting sprite setups either. I can see what you were going for with the aesthetics here, but the palettes are very eye-searing due to all the intense colors. The first half of the level, in particular, is really hard to look at. Some of the GFX manipulation also brings this level down a lot. Pokeys don't work well as Goomba reskins, for example, as while the former is harmful from all directions, the latter can be safely stomped on by Mario. The Thwomp and bouncing coins also don't seem like they're enemies at first, which is a huge issue. Dangerous objects should look dangerous. The first three sections were really random in their design, and the autoscroll room was kind of just there. It didn't add much to the level, and it would probably be better if it was just removed. Jumping over munchers and avoiding the bullet generator doesn't make for very interesting design. I suggest sticking to one of the sublevels you have and expanding them into a full level, with proper progression and consistency. Any of them could be made into full levels, really. |
AUTHOR: WIND FISH | |
---|---|
DESIGN: 26/50 CREATIVITY: 14/30 AESTHETICS: 15/20 OVERALL: 55/100 |
|
I like this one, but it's probably too simple. The invisible coin blocks, while used all the time in the level, weren't explored well enough. There were some interesting varieties (the Yoshi Coin room door where you have to hit the invisible coin blocks to be able to enter it comes to mind) but a lot of it felt like more of the same. As a result, the level end feels a bit abrupt, lacking a real conclusion. Many of the enemies were out of the player's way, such as most of the Swoopers, that were placed way too high for the most part. This also leads to you having to warn the player of them quite often (done with the coins), which is made specially weird by the fact that most of them aren't that threatening, as mentioned above. The level would probably be better without the secret exit, considering its current placement. It seems to be there to artificially add replay value to the level, and the segment leading to it has absolutely nothing to do with the level. I get the reference at all, but it still makes the level more disjointed than it should be. |
AUTHOR: GLITCHMR | |
---|---|
DESIGN: 4/50 CREATIVITY: 14/30 AESTHETICS: 10/20 OVERALL: 28/100 |
|
There's not a lot to say about the main exit path. It's quite clearly not the level's focus, and it by itself is a very bare bones level without much of interest. The secret exit is insane. It's one of the best variations of the whole "replay a level to get the secret exit" gimmick I have seen so far, but the execution really ruins it. Most of the obstacles are really obscure at first (e.g. I wasn't spinjumping when I first got to the Spinies, so I had to backtrack a fair bit and do all the bouncing on wigglers again while doing so). It requires way too much precision/insight from the players, and some of the more puzzle-like sections are really hard to figure out (in particular the section near the Yoshi block). |
AUTHOR: GAMMA V | |
---|---|
DESIGN: 18/50 CREATIVITY: 14/30 AESTHETICS: 16/20 OVERALL: 48/100 |
|
I don't mind rompy levels, but this one is too short and generic to be fun. Designing the level around the Koopa shells is an interesting idea, but it was underused enough that it didn't go beyond being an aesthetic gimmick. It's also really hard to differentiate the solid shells from the actual shells - the non-sprite ones have a slightly less saturated palette, but that's not enough. I'd either make them all use different colors (e.g. gray, purple, etc) or make it so all of them use a different frame from the initial shell frame (the mid-rotation versions)... actually, maybe doing both would make the level a lot better. It's also lacking in execution. The level doesn't do a whole lot with the enemy placement, and all of the setups feel really basic at this point. The difficulty stays the same during the whole level, with the sole exception being the kicking Koopas. Most of them are way too close to their shells, which leaves the player little time to properly react to them. The secret exit is just there, hidden in a random pipe. It feels like an afterthought when compared to the main path, and the level might be better without it. |
AUTHOR: 1UPDUDES | |
---|---|
DESIGN: 23/50 CREATIVITY: 16/30 AESTHETICS: 13/20 OVERALL: 52/100 |
|
The autoscroll here feels like it's slowing the player down more than anything. There are many areas where there's a lot of waiting around, and most of the obstacles which don't involve Grinders aren't challenging enough. The checkerboard platforms used near the last dragon coin could be used more in the level, as it currently appears only once in the entire level. There's not much else to talk about, the level doesn't do anything too impressive with its design and stays simple until the end. I like what you have done with the aesthetics here, but the climbable nets are too similar to the regular ones. This is made even worse by the way they're introduced - the first climbable net found in the level is right above a bottomless pit, so failing to notice the difference early on will punish the player with a death. The foreground would probably look better if it was made with the castle window tiles instead, they're similar enough to work as a substitute but are still fairly different from the regular tiles. Also, I'm not sure on what the little hole near the pipe that leads to the midway is supposed to be. Its weird placement seemed to hint at some sort of secret at first, but I don't think there's anything important in there. Unfortunately, the scroll doesn't stop, so checking it out also leads to death. I think the whole cave midway section is unnecessary, actually. |
And that's it for now.