idol - Sandy Seafood | |
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Design and Execution: 42/50 Design Creativity and Aesthetic Creativity: 27/30 Aesthetics and Polish: 18/20 Overall: 87/100 |
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Design and Execution: Hahah this was pretty great! The dolphins and urchins were used amazingly, and everything flowed well with a clear difficulty curve. I also liked the use of autoscroll and thwimps in the second half. My few issues are that this part seemed a bit tight and difficult to do early on in the level, and that this part seemed easy to mess up if you're not fast enough (also those two thwimps on the left can nick you sometimes when you're trying to get down). But none of the issues I had were major issues, and everything is well done. I also enjoyed the sublevels for the dragon coins. Design Creativity and Aesthetic Creativity: Diagonal urchins, dolphins in lava, dolphin lakitus, those silly thwimps... there is obviously a lot of creativity here. I also loved the background and foreground aesthetics, which contributes to aesthetic creativity. Aesthetics and Polish: The tileset and colors look super nice, and I love the foreground iron bars. I think the clean cement blocks could be a bit more defined from the background though. |
SuperWeirdo - Mario's Relocation | |
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Design and Execution: 9/50 Design Creativity and Aesthetic Creativity: 13/30 Aesthetics and Polish: 5/20 Overall: 27/100 GOAL SPHERE |
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Design and Execution: You probably shouldn't change the default message text from the VLDCX base rom in the intro, since that's the only way the judges will know if the level has a secret exit, dragon coins, or moon. But anyway, this level is kind of a mess. It's very easy to accidentally kill yourself at the beginning with the shell, and the cramped spaces don't mesh well with the bullet generator. It's also very easy to lose your powerup or throw block, both of which are necessary to progress. The sublevel after has a lot of awkward jumps like this where it's very easy to die, and the "mini challenge rooms" are either too cramped for it to be fun or too easy to cheese, where you can just sit in a corner and wait. The spike tops parts were a bit boring since the bullet generator and enemies aren't much of a threat, and the ending rush with layer 2 is a big mess: there's NO time to react, and the saws can get you super unfairly since they fall so fast. So yeah, this level has difficulty spikes all over the place, and felt very awkward to play overall. Design Creativity and Aesthetic Creativity: The falling platform segments and challenge rooms have some creativity, but it's not really that noteworthy. Aesthetics and Polish: The colors are bad, and the aesthetics are very messy overall. Details don't help if they are not organized well e.g. the background. |
Level ASMer - TEMPLE OF ATLANTIS | |
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Design and Execution: 32/50 Design Creativity and Aesthetic Creativity: 14/30 Aesthetics and Polish: 16/20 Overall: 62/100 |
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Design and Execution: Pretty typical but atmospheric water level. It's not really memorable in its setups, but it pulls off a SMW-like level well. It really reminds me of Vanilla Fortress actually, with better aesthetics. There aren't really any issues with it; it's just that in a contest with a lot of unusual and neat entries, it will likely have trouble standing out. The p-switch run with the throw block propeller is probably the most interesting part of this level. Nonetheless, great job pulling off a pretty nice water level since no one tries to make them nowadays. Design Creativity and Aesthetic Creativity: The sprites were placed pretty well, and I like the p-switch run. Aesthetics and Polish: I really like the blue colors, and the aesthetics don't get in the way of the design. |
Galaer - DOLPHIN'S BET | |
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Design and Execution: 11/50 Design Creativity and Aesthetic Creativity: 11/30 Aesthetics and Polish: 3/20 Overall: 25/100 |
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Design and Execution: This level is extremely unfocused and not well executed. I never understood what was going on with the level. It has torpedo ted + shell setups that don't do much, nonsensically placed dolphins, glitchy sprites, a messy tide level where all you have to do is spin jump on porcupuffers, a castle where you need to babysit a mushroom, a bunch of goal points you need to avoid, and finally a really annoying dolphin spawning section with blind sections due to the camera scrolling upwards. As a result, the design is pretty nonsensical, and while most parts were playable, the last section is pretty bad. I suggest focusing on fewer ideas and having a more central theme. Design Creativity and Aesthetic Creativity: It strangely has some design creativity, but it's not much. Aesthetics and Polish: The aesthetics range from 'vanilla SMW' to 'glitchy sprites and bad palettes'. |
Vantastic - Secrets of Yoshi | |
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Design and Execution: 7/50 Design Creativity and Aesthetic Creativity: 8/30 Aesthetics and Polish: 11/20 Overall: 26/100 |
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Design and Execution: Note: Your level doesn't actually have a secret exit and there are only 3 dragon coins. This is a very short and rompy level overall. There isn't much to note in terms of design and setups except for maybe feeding the blue yoshi so that you can find a moon, and while the level doesn't do anything wrong, it's too short and underdeveloped to be average or good. Design Creativity and Aesthetic Creativity: Not much is there in terms of creativity all around, except for maybe the yoshi. Aesthetics and Polish: Vanilla SMW pretty much. |