- Kusrry -
Ehhhh...this level has some really cool ideas (ESPECIALLY that last section, that part was awesome), but the difficulty ramped up so much after that first section that it kinda caught me off guard. That first autoscroller in particular felt way too brutal, a lot of the time I was pressed up against the left edge of the screen with barely any time to do the setups. Not a bad level, but it went a bit overboard in some parts. Also, the music in that first part did not fit at all...I feel like that section and the overworld should have switched songs.
12/20
- Kori -
This level was a bit annoying...Mega Moles have some weird hitboxes that make it really easy to accidentally clip the side of one while jumping onto it, or to run off of it too easily. Combine that with the trees sometimes making it unclear when the Mega Moles will move up and down, and you get some frustrating deaths. Granted, the hitbox issues aren't your fault, but I wish the level was designed a bit better around them.
12/20
- KitikuSa -
I'm gonna be real, I found this level to be absolutely
hideous...it's especially bad here because the incredibly confusing visuals actually harm the gameplay. The level has these weird visual gimmicks (ex. water reflections, perspective illusions, Layer 2 setups) that seem to exist for literally no reason other than to trick the player into overthinking the level's solution (which is actually pretty simple despite me literally having to look in Lunar Magic to find it). This is one of those puzzle levels that didn't satisfy me as much as it made me think "wait,
THAT'S how you're supposed to beat it? Are you serious?". It's very strange.
7/20
- KevinM -
This level is
okay, but I think some of the puzzles are a bit harsh...particularly the one where you have to enter the doors above that moving platform, there are a lot of things to keep track of there. The last room with all the Spinies was also kind of annoying, I kinda wish there were less of those. Overall though, this level had some cool ideas.
13/20
- kamekku14 -
I liked the aesthetic of this level, but the design isn't super memorable.
11/20
- JP32 -
I thought this level's use of Munchers was clever, specifically the way you incorporated the Star. That said, I think the usage of Baseball Chucks was pretty annoying...REALLY would've preferred a different enemy there.
12/20
- Josuke Yoshikage -
Very generic rompy level, not much to say about this one. I thought your music choice was great, though.
8/20
- josee_544 -
This level had a lot of really annoying setups, particularly the Sparky + Ball n' Chain combo that comes up. Also, some of the vertical jumps don't properly take into account how SMW's vertical scrolling works, making it easy to get hit unfairly. The level was a bit repetitive, too.
5/20
- jirok1 -
I mean...the gimmick itself is pretty cool, and the puzzles are clever. I wish there was more to this level than just 3 screens :V
4/20
- jdl -
This level's pretty solid, it feels like something you'd see in the actual SMW. That said, it also doesn't stand out all that much.
11/20
- IronFoxGaming -
This level was...fine, I guess? The biggest problem with it is that if you miss one of the first three moons, it looks like it's impossible to get back from the second section to the first, but you actually have to go over the top of the level...it's just really strange. Also, the Reznor fight is REALLY bad. Way too long and drawn out, and there's very little actual challenge. The level looks great, though!
11/20
- Infinity -
This level looks really nice, but I found the gameplay a bit boring. I kinda liked the usage of 1F0 and Digging Chucks, but the level doesn't do much with it.
12/20
- Incognito -
This level's alright, but I thought it was a bit overly punishing considering how few powerups there are. I also thought the last section was neat in concept, but it dragged on for a bit too long. Overall though, not bad.
13/20
- Idunno -
First of all, I LOVE how this level looks (although the spikes blend in a bit too much). This is a pretty cool level in general, although I do think that it's a bit too short and easy. I did like your usage of Grinders, though.
12/20
- hulahoop -
This level looks really cool, but I thought the gameplay was...weird. The layer 2 crushers in the middle were a bit strange, the Rainbow Shell clipped through one of the spike pillars and hit me once. The very last section was kinda awkward to play, and the last jump off of the Chargin' Chuck is a bit overly precise. Overall, this level was okay, just...weird.
12/20
- huebrbr -
This level's really strange, but I kinda liked it even though it's not particularly good. My biggest complaint is definitely the aesthetics, though...the palette here is not appealing at all.
7/20
- Hobz -
To be honest, I'd already found this entire level obnoxious, but...I could not for the life of me figure out how to solve that last puzzle (or at least I
think it's the last one) and I couldn't find any videos of it. Either way, I don't have much desire to go back there and try to figure it out...overall, I did not enjoy this level. I get that the blue coins are supposed to show where the shells launch, but it's still pretty easy to get blindsided when like 4 shells come flying at you all at once. As for the second half of the level with all the puzzles, maybe I just took a while to solve them but that part feels like it drags on for WAAAY too long. The music is also really repetitive and it got so annoying that I actually muted the level after a while.
??/20
- Heraga and Darkbloom -
This level has a lot of creative usage of Layer 2. I thought the whole thing was fun and unique until the very last room...not really sure how you're meant to get through there (and yes, I did use L and R).
13/20
- Hayashi Neru -
I actually like this level a lot! It's very simple in terms of design and aesthetics, but it also stands out enough that it doesn't just feel like "Generic SMW Forest Level". It's one of those levels that feels very open, but linear and easy to get around at the same time. I really enjoyed this one.
15/20
- Hat Kid -
Aesthetically, this level is incredible. It's REALLY empty, but that helps drive home the feeling of being alone in an abandoned house. That said, I do think the level's a bit TOO empty...aside from some spin jumps off of the green bubble things, this level felt a bit too short and devoid of challenge. If the level was a bit longer and more fleshed out, I think it could be really great!
12/20
- HamOfJustice -
First of all, if this was a "best username" contest then you would win. Anyway, this level has a really interesting aesthetic style, and I was enjoying playing it until you started making me jump off of the Chucks' footballs near the end. That's already annoying to do due to how erratically they move, but doing it with Baseball Chucks attacking you at the same time...yeah, no thanks.
12/20
- Green Jerry -
I enjoyed this level, pretty solid romp. My only complaint is that one part with the Snake Block and the Digging Chuck next to the 1F0 tiles...it's a bit awkward and new players probably won't see the Chuck until it's too late. Putting a reset pipe right next to that spot was pretty generous of you, but still...
13/20
- GranBlind64 -
This level looks nice, but the design is ehhhhhhh...I thought your usage of Volcano Lotuses was a bit annoying. A lot of the setups also felt a bit repetitive, and I wish the Pipe Lakitus got a bit more use. All things considered, though, this isn't too bad.
9/20
- Galaer -
I like the concept of this level, but some of the setups are a bit awkward (particularly that last room, it has some weird timings that can be frustrating to mess up). The last jump before the level exit was kinda unnecessary, though...
11/20
- GabrielJohn -
This level's aesthetics are...not great (that foreground palette is really ugly), but I thought the design was interesting. I liked the "hidden pipe" puzzles that you used, although I thought the amount of reset pipes in the second half of the level was a bit much.
11/20
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