>142nd place
Well, that's actually the placing I expected, but I want to get a few things out of the way relating to my entry.
Originally posted by KoopsterThat drop isn't very predictable, the pattern at the wall is clever but not obvious enough to justify it, and the shell at the bottom can hit you as soon as you land depending on the timing. One of the bowser statues also gives no reaction time, the way to get past it is to wait for it to fall in the pit. The second half involved some waiting but it was mostly fun.
I felt like the pattern did give you enough of an insight, maybe it wasn't spaced out enough? I don't know. As for the shell, looking in hindsight, it was kinda dickish. The bowser statue was also pretty dickish, and I do admit, I could have extended the second part.
Originally posted by lolyoshiThe first half seems totally irrelevent when you play the second half, which ends too quickly and
seems to hold many ideas, but isn't sure what to do with them.
Yeah, I feel like both parts are really unrelated. I guess I just like the first parts of castles to have Layer 1, and the second parts to have Layer 2. Again, feel like the second part should have been the level.
Originally posted by Sinc-XIce physics + precise jumps = not good design. The entire first half is a terrible frustrating mess with zero redeeming qualities.
I actually didn't have trouble with the jumps, but given how I used save-states and played my level multiple times, maybe that's a given. Also, the way you said the second part was kinda dickish, but again, maybe just me.
Originally posted by Rameau's NephewAnd all this with absolutely -zero- powerups (midpoint bonus excepted) until the boss.
How in the hell did I forget the power-ups? That's a f**king huge mistake, so sorry for doing that >~<. Yeah, making the level fair is NEXT on VLDC11.
Originally posted by Rameau's Nephewbut this good will is subsequently shattered by the inclusion of a Thwomp which, due to the slowing and spinjump-cancelling properties of water, is almost impossible to navigate unscathed (and this again with zero powerups, so failure is fatal).
I actually did have problems with the Thwomp while testing the level, but how I posted it like that despite me actually having problems with it (the creator of the level), I'm not certain. Again, this was over half a year ago, so hopefully I actually don't make that mistake again.
Originally posted by Rameau's NephewHonestly, it's not a bad shade of turquoise, it just doesn't feel remotely like ice, which makes the ice physics in turn feel all the more tacked on for the sole purpose of increasing the player's misery. For something called "The Frozen Fort", there's also a surprising amount of fire present.
I tried making it transparent, but that messed with a lot of the stuff, so I kept it like that. To be honest, changing it to more of a lighter baby blue could have helped. Also, it's supposed to be freezing water and ice balls, lol
Originally posted by Rameau's NephewI admit, I did laugh at "Wendy I. Kooper".
blue wendy recolor with a bunch of spikes is best boss
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So I feel like this level is actual garbage, now that I see it, and this will most likely make the Worst world. I'm just hoping that VLDC11 has me actually make a better level.
Porting music is like walking down a street. Sometimes it goes nicely and sometimes you wANT TO STAB SOMEONE IN THE HEAD DUE TO HOW HARD TH IS IS