Since some judges are quieting down in activity, I feel like I should do some, especially since the deadline is coming soon. However, rather than going from the earliest entry to the latest, I'm going in reverse, so that the people who don't have many reviews yet get prioritized. If new submissions comes along while I'm doing these, they will be done before I do earlier submissions.
I was also a judge in MaGL3 so I hope my feedback is useful~
(Scores are subject to change the more levels I play.)
Ranks:
95 - Agent Q
88 - Enjl
88 - snoruntpyro
87 - idol
86 - ToxicRave
85 - S.N.N.
85 - Blue Leaf
83 - Leiras
83 - allowiscous
82 - Superwario1999
82 - Spy
81 - WhiteYoshiEgg
81 - NGB
80 - Hinalyte and Mirann
80 - MM102 and Renhoek
79 - Hobz
79 - Grugi
75 - Prizm
74 - RZIBARA
74 - Sixcorby
73 - Pseudogon
73 - Teyla
73 - Erik557
72 - G.D.
72 - Sanct
72 - chineesmw
72 - PuzzelBreaker
71 - LHB
71 - levelengine
70 - Waddle Derp
70 - ZMann
70 - KP9000
70 - Falconpunch
69 - Dr. Tapeworm
69 - Dan and Wakana
69 - E-man38
69 - Kenny
68 - Nimono
68 - white_moth
67 - RussianMan and Pixel-Gon Gamer
67 - Matheus2653
67 - Super Maks 64
66 - ShUriK KiD
64 - Strikeforcer
63 - SomeGuy712x
62 - Level ASMer
62 - SilverSwallow
60 - GeminiSunfall
60 - MasterSkodwarde
58 - Mata Hari
58 - Forty2
55 - Impetus
55 - KamillBR
54 - Mr. Pixelator
53 - yoshifanatic
53 - underway
52 - Guiga
48 - JerryEris
47 - Quantix
47 - MarioFanGamer
47 - MarkVD100
46 - SMILEuser96
46 - Wii2
46 - YoungsVideos44
46 - space-goon
45 - PichuVsLink
44 - Fostelif
43 - RealMarioGamer
41 - Samario
40 - Blizzard Buffalo
40 - natnew
39 - kamekku14
36 - TheInsanity115
35 - MaxMaxMaxVidya
33 - moo_we_all_do
31 - PMH
31 - Wise Person
28 - Retronom
27 - SuperWeirdo
26 - Vantastic
25 - Galaer
15 - Master Lakitu
14 - Mushroom378
1 - Aristocrat
DQ - EvilMarioBot
DQ - IronFoxGaming
DQ - SMWizard
DQ - 2dareduck
DQ - M A R I O W O R L D
DQ - tomato jonson
I was also a judge in MaGL3 so I hope my feedback is useful~
(Scores are subject to change the more levels I play.)
Ranks:
95 - Agent Q
88 - Enjl
88 - snoruntpyro
87 - idol
86 - ToxicRave
85 - S.N.N.
85 - Blue Leaf
83 - Leiras
83 - allowiscous
82 - Superwario1999
82 - Spy
81 - WhiteYoshiEgg
81 - NGB
80 - Hinalyte and Mirann
80 - MM102 and Renhoek
79 - Hobz
79 - Grugi
75 - Prizm
74 - RZIBARA
74 - Sixcorby
73 - Pseudogon
73 - Teyla
73 - Erik557
72 - G.D.
72 - Sanct
72 - chineesmw
72 - PuzzelBreaker
71 - LHB
71 - levelengine
70 - Waddle Derp
70 - ZMann
70 - KP9000
70 - Falconpunch
69 - Dr. Tapeworm
69 - Dan and Wakana
69 - E-man38
69 - Kenny
68 - Nimono
68 - white_moth
67 - RussianMan and Pixel-Gon Gamer
67 - Matheus2653
67 - Super Maks 64
66 - ShUriK KiD
64 - Strikeforcer
63 - SomeGuy712x
62 - Level ASMer
62 - SilverSwallow
60 - GeminiSunfall
60 - MasterSkodwarde
58 - Mata Hari
58 - Forty2
55 - Impetus
55 - KamillBR
54 - Mr. Pixelator
53 - yoshifanatic
53 - underway
52 - Guiga
48 - JerryEris
47 - Quantix
47 - MarioFanGamer
47 - MarkVD100
46 - SMILEuser96
46 - Wii2
46 - YoungsVideos44
46 - space-goon
45 - PichuVsLink
44 - Fostelif
43 - RealMarioGamer
41 - Samario
40 - Blizzard Buffalo
40 - natnew
39 - kamekku14
36 - TheInsanity115
35 - MaxMaxMaxVidya
33 - moo_we_all_do
31 - PMH
31 - Wise Person
28 - Retronom
27 - SuperWeirdo
26 - Vantastic
25 - Galaer
15 - Master Lakitu
14 - Mushroom378
1 - Aristocrat
DQ - EvilMarioBot
DQ - IronFoxGaming
DQ - SMWizard
DQ - 2dareduck
DQ - M A R I O W O R L D
DQ - tomato jonson
Enjl - SWISS SPARKLES INC. | |
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Design and Execution: Design Creativity and Aesthetic Creativity: Aesthetics and Polish: Overall: |
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Design and Execution: I really like how the level is designed around jumping across enemies in a quick-time like fashion. The layer 2 falls parts were especially cool, and very well done with 1F0. Nothing was too frustrating and the level was interesting and fun with its gimmicks throughout while staying focused. My few gripes are that sometimes it's a bit difficult to parse what to do next in some quick-time situations, examples coming to mind being the bowling ball you have to follow across the room after the midpoint, the piranha plant part before the 1-up checkpoint where you have to react immediately to the low spike ceiling, and the part with the falling sparky where I personally felt is too unclear that you need to jump on the fishbone. There are also a few weird points where spin jumping on a bowling ball caused me to get hit anyway due to the floor being so close to the top of it, which might be due to the bowling ball hitbox. Still, this level does a great job designing around player reaction and is a lot of fun as a result. UPDATE: The changes are great, and a lot of the issues I noted are fixed. I like how you added reset doors to some parts for dragon coins and other things, though it's not obvious as to what they look like. Also, the player might spin jump down a hole in the vertical section, which is a bit of a problem where one part requires dropping onto blind shelless koopas. Design Creativity and Aesthetic Creativity: The level is creative in both aspects, especially design wise. The layer 2 falls sprite is pretty underused already, and same with the bowling balls. Both are used in unusual fashions, and the enemy jumping parts were not that typical either. Aesthetically, it is also pretty creative due to its use of stars as 1F0 and its mystical factory like environment, but it's nothing too amazing. UPDATE: I love the turn block setups in the vertical section. Aesthetics and Polish: The palette is very cool, and the level overall has a very pleasant nighttime atmosphere. The indoor parts also looked cool. Unfortunately, the level didn't particularly wow me in terms of overall aesthetics, but it's all well done anyhow and almost nothing gets in the way. My only gripe is that some of the outdoor platforms blend in a bit with the bricks because they have the same highlight color, I think. It is also a bit unfortunate that the palette ruins the status bar, so it would really help if you could fix that or remove the status bar for this level. UPDATE: the HUD is fixed, which is cool. |
Leiras - VESTIGIA CAECA | |
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Design and Execution: 44/50 Design Creativity and Aesthetic Creativity: 24/30 Aesthetics and Polish: 15/20 Overall: 83/100 |
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Design and Execution: This is well designed. At first I was worried that it would be a lot like All Hail Megamole from VLDC9, but I was pleasantly surprised with how extensive it got with its mega mole setups. There are a lot of neat puzzles that weren't too hard to solve, and all the sprites were very well positioned for the player to deal with. The moon puzzle is especially cool with its solutions, and I like how complex the setups got as well through using eater blocks, number platforms, 1F0, and throw blocks. I don't really see any major flaws with this level, but I guess the environment could be a bit cramped sometimes. Anyway, it's quite enjoyable and polished overall, but strangely enough, I feel like it could do just a bit more in order to get an even higher score here... Some kind of wow factor would be necessary though. Design Creativity and Aesthetic Creativity: The main driving force in this level is its design creativity in the puzzles and use of mega moles. The environments it creates with the moles is very atypical, as mentioned before. Aesthetically, it only goes so far as to put stuff in the dirt and simple torches + mega mole statues in the background, but that's not bad at all. Aesthetics and Polish: The colors are well done, and everything is conveyed clearly. There's nothing that blows me away, but it's all still great and nice to look at. The level is very polished. |
Blue Leaf - Subterranean Shrine | |
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Design and Execution: 46/50 Design Creativity and Aesthetic Creativity: 24/30 Aesthetics and Polish: 15/20 Overall: 85/100 |
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Design and Execution: I see someone's trying to nab 1st with the Subterranean naming gimmick again. That aside, this level is really cool. The difficulty curve is perfect and the platforming setups are all very well done in combination with layer 2, grinders, and rotating platforms. The secret exit route is probably my favorite part of the level since it plays with player reactions very well. I can't really find anything wrong with the execution nor the design. It's all great and as a result the level is really fun to play. I guess it could be a bit longer, though. Design Creativity and Aesthetic Creativity: What's weird with this level though is that the design creativity... isn't really pushed so far as to what Fortified Cavern did in VLDC9. A few things are different such as the number platforms and scrolling layer 2 instead of smashing layer 2, but it wasn't THAT impressive. The boss is also too similar to that one area in Fortified Cavern. Luckily, it has the saving grace of that really neat and creative falling section in the secret exit, where the platforms and layer 2 interact very well. Its aesthetic creativity on the other hand is very well done and thought out; the falling rocks, boss animations, and progression of the ruins after you beat the level (where the entire starting environment changes since you got the star thingy) adds a whole layer of immersion to what the level presents, which is very neat. Aesthetics and Polish: Pretty nice looking ground aesthetics, with an unusual but nice color palette to boot. My only suggestion is to darken the rocks in the falling rock segment since they can be a little bit distracting. The level looks really nice while keeping itself simple. |
Blizzard Buffalo - TWISTICAL SHINOBI | |
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Design and Execution: Design Creativity and Aesthetic Creativity: 14/30 Aesthetics and Polish: 9/20 Overall: |
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Design and Execution: This level certainly has a unique aesthetic, but its execution is lacking, especially with the second half and the secret exit. The first half consists of typical ninji, volcano lotus, and baseball chuck setups, and the second half is more of the same except with a weird difficulty jump where you need to bounce across baseball chucks with ninja stars flying in your face. It's not really all that fun, probably because there's a lot of waiting involved. I suggest giving the player more advantageous terrain so that he can deal with the enemies easier. I will say that baseball chucks and volcano lotuses are some of the hardest sprites to use correctly in levels, though, and their placements are ultimately what makes this level not play well. Also, your midpoint doesn't work; when mario respawns at the midpoint, he respawns in the midpoint entrance of the first level he enters, which is a huge problem because apparently this means the beginning of your level. Fixing this would help your level substantially. The secret exit is a bit of a mess; first off, it's in the second half, so the player needs to beat the first half twice in order to get both exits (not a lot of fun). Second, it requires going back and forth in a ghost house sublevel 3 times due to item babysitting, which is boring. The eerie generator can also be a bit nuts since vertical scrolling is enabled, allowing you to drop onto one unfairly, and the boo ring only adds waiting. I suggest redesigning this entire sublevel. UPDATE: The midpoint issue is fixed, but not much else has changed. I also noticed that this part is out of place for being too hard. The secret exit is also pretty much unchanged. Design Creativity and Aesthetic Creativity: The design creativity is lacking; you can jump over a lot of the enemies fairly simply, and not much is pushed in terms of obstacle variance. It's jumping over enemies, then jumping over enemies and spikes, and then jumping over more enemies. The puzzle for the secret exit is just go back and forth, and hit these blocks with these blue blocks, which isn't that exciting either. The overall aesthetic creativity though is good; I don't think I've seen a bamboo forest in vanilla SMW before, so props with that. The lanterns and oriental houses are also really neat. UPDATE: The changes aren't enough to constitute an update to the score here. Aesthetics and Polish: The foreground bamboo colors blend WAY too much with the green bamboo in the background, and as a result, the green platforms are way too hard to see. I suggest either making the foreground bamboo color pop out more or make the green platforms a different color. There's also this weird issue where scrolling the camera up causes the green bamboo in the background to also scroll up, so it looks like its... growing and shrinking with mario's position, which is quite awkward and distracting. The palette at the very end of the level where it's nighttime looks really nice though. UPDATE: I still think the bamboo platforms and foreground blend into the background too much. |
yoshifanatic - Urban Jungle | |
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Design and Execution: 20/50 Design Creativity and Aesthetic Creativity: 17/30 Aesthetics and Polish: 16/20 Overall: 53/100 |
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Design and Execution: A very simple, aesthetics focused level. The design involves a lot of jumping over rexes and around volcano lotuses, with the occasional chuck here and there. The environment varies a bit with the wood buildings, but not much was done with them aside from simple platforming. I like how the hanging vines encourages you to explore the level. It was a bit cool since you could discover different paths, aesthetic features (the burnt building), and dragon coins. Speaking of dragon coins, I really don't like how the blue switch is needed to get some of them. Overall though, the execution is pretty average, and it didn't really push boundaries in design or obstacles. Not much changed from the first half to the second half, and I only had a decent amount of fun. Design Creativity and Aesthetic Creativity: This level is going full on aesthetic creativity in the way it presents itself, with the stone and wood buildings in a jungle environment. The burnt building is a nice touch. But aside from those features, not much else was creative. Design creativity is not really there, with the most creative part of the level being the vines + piranha plant part. I guess some of the chuck herding to get the dragon coins is alright though. Aesthetics and Polish: The palette is vibrant, and the little details in making it a true urban jungle are great. Though I find it strange that the stairs are not solid... It's too bad that this is the only strong suit of the level. |
Quantix - Eerie Presence | |
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Design and Execution: 25/50 Design Creativity and Aesthetic Creativity: 11/30 Aesthetics and Polish: 11/20 Overall: 47/100 |
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Design and Execution: This is a weird one. The level doesn't present much of anything new in terms of enemy setups but it's still well designed in them. Nothing was frustrating yet nothing was boring either. I like how it utilized the holes and stairs with the eeries in the second half, though I don't like how there's a random set of solid blocks underneath one of the holes that you can still go through for some reason. It's too bad that because everything is so focused on eerie setups, the level drags inevitably and feels repetitive. It's still kind of fun though. Design Creativity and Aesthetic Creativity: Design wise, it only has moving hole + eerie setups going for it. Art wise, it only very minor graphical edits. Overall, not much of what it presents is new or unique. Aesthetics and Polish: The yellow grass does not fit well in the level; I suggest changing it. Otherwise, it's decent; nothing is overbearing and the aesthetics are very simple. The level is polished too. |
MarkVD100 - The Moon-Everest | |
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Design and Execution: Design Creativity and Aesthetic Creativity: Aesthetics and Polish: 10/20 Overall: |
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Design and Execution: The design isn't good. There really isn't a consistent theme or direction, and it's mostly super cramped corridors and enemy sprite replacements. I don't like how the footballs, spinies, and pokeys are all resprited to the same rock. Meanwhile, the second half has some item usage where you just use items in the most basic ways, which isn't exciting. Some of the sprite placements were either ineffective (super koopas near the beginning, the mole lakitus, etc.) or annoying (puntin chuck + baseball chuck in a very tight area right after the midpoint) as well. Finally, if you're not fast enough at the end, you're greeted with a million pokeys on a staircase, which just adds waiting for yoshi to eat them. I suggest giving the player a lot more room, and giving the enemies and items more of a purpose in the level. (Also, why is there a p-balloon in the moon route..?) UPDATE: Some sprites have better placements and have more meaning, though there are still some issues. This part can benefit from not having invisible note blocks since they get in the way of jumping. This part is so easy to die in if you're small mario, since if you mess up the jump he runs right into the muncher on the ground. There's no good way to get past this unless you go back and forward, and then rush it, and even then it's awkward. The second half also has this major issue where fog obscures everything; I got hit by an unseen bony beetle here. The moon route is a LOT easier, though I guess it's because you also have the secret exit there, which is ok. Design Creativity and Aesthetic Creativity: The level is aiming for aesthetic creativity with its yoshi-moon-environment-thing and sprite replacements, but it's nothing that special. Design creativity isn't really present aside from using yoshi in the second half and dodging enemies in the tight corridors. UPDATE: The new chuck puzzle added some design creativity. Aesthetics and Polish: The aesthetics are decent, though the gray outline in the cloud background bothers me a lot. The way things are arranged can definitely be better too. UPDATE: The aesthetics still feel messy, and the second half is too dark. |
Prizm - Missing Cleft | |
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Design and Execution: 41/50 Design Creativity and Aesthetic Creativity: 18/30 Aesthetics and Polish: 16/20 Overall: 75/100 |
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Design and Execution: This level makes a lot of good yet subtle design decisions. I like how it introduces the invisible note blocks, though I have to say I think they're probably TOO hard to see sometimes. Luckily, hitting those are only necessary if you want the dragon coins in the sky. The difficulty curve is very well done as it introduces each obstacle, and then expands upon each one in the second half. The muncher jump with the noteblocks, the rotating platform segments, and the triple chucks are great examples of this. All in all, I personally really like this level. It's not the most exciting level, but I had fun with it, and it's very well done in how it presents its obstacles. (also please make the purple clouds at the end solid because it's not obvious..!) Design Creativity and Aesthetic Creativity: The level only presents minor creative things to the table in terms of design, and some have been done before. Nonetheless, it's all still well presented, and the invisible note block thing is pretty neat imo. In terms of aesthetic creativity, it's smw but with nice clouds, creating a good atmosphere overall. Aesthetics and Polish: Wasn't this the same palette as your VLDC9 entry's palette? Nonetheless, it all looks great, simple, and clear. It's not incredible but still nice. |