Since I'm trying my hand at judging this LDC (31st), I'm going to try to develop a system I can use to keep myself consistent. In addition, I'll be reviewing some individual portal levels in the coming month or so to show it in action.
General StyleI'll most likely write in prose and try to discuss each aspect of your level thoroughly. For Gameplay/Graphics, I'll most likely write a (possibly short) paragraph per transition, and then an overall evaluation. In Other, the current system recommends starting with 3/5 and adding/subtracting points, but I'll probably continue with the prose style and then assign bonuses/penalties to each feature afterward. For Overall, I'll probably write a line or two summarizing my thoughts on how I felt and what I think you can do better. I usually try to stick with a holistic style rather than systematically assigning point values, so I'm not going to list tiers anywhere except for Overall.
Gameplay (10 points)In this category, I'll discuss how I felt about actually playing your level. Was it fun? Was it obscenely short or ridiculously long, or was it a reasonable length? How was the platforming? Was the difficulty balanced well, or was it way too easy or way too hard? Were there any major lag issues? Did you make use of items effectively? Or did it feel like you were just repeatedly using the same items/concepts without any variation? Was it confusing to navigate, or perhaps was it too linear? Were there any interesting challenges or unique sections throughout the level? Did the experience draw me in, or was I forcing myself to keep pushing myself through boredom the whole time? Does your level have any sort of interesting progression, whether in terms of setting, difficulty, fun, or something else? Playing your level should feel the same as reading a good book or watching a good movie. Or, you know, playing a fun game. I want challenge, but probably not kaizo/IWBTG levels of ridiculous difficulty. If I have to cheat at all because a section is too frustratingly difficult to get through, you'll probably get docked a few points. But at the same time, if your entire level is a cake walk, you won't do well, either. If I have to force myself to keep going, you won't do well; try to immerse me in the experience.
One hint: If I die a lot, I'm almost definitely going to give you a low score here, because dying in SM63 is slow and annoying, and having to restart the level kind of breaks immersion and ruins the experience for me.
Graphics (5 points)Here, I discuss the appearance and execution of your level design. Does your level flow? Do your choices of background reflect the intended setting (if there is one) accurately? Is there unnecessary cutoff or clutter? Do your tile/colour choices succeed in improving the atmosphere of your level, or do they clash too much? How much detail did you add, and how does this contribute to the appearance/feel of your level as a whole? Does your level look either too bland or too messy? Strive for a balance between barebones simplicity and photorealism, and you'll already be on your way to a good graphics score; neither extreme is necessarily a good thing, although sometimes I've seen people pull it off really well. Props to them. But you probably shouldn't try that unless you're well-versed/experienced and know for sure what you're doing. I know SM63 has limited options for graphics, but I also know for a fact that y'all can do amazing things with it.
Try to be adventurous, but also be aware that I'm probably going to be somewhat more critical than most on your graphical choices.
Other (5 points, starting from 2.5/5 = 50%)This is the category where I look for how you went above and beyond the bare minimum with your level. Does your level stand out from the crowd? What makes it special? Here are some things I'll be watching out for. You don't necessarily have to include everything, but they'll probably earn you bonus points. Anything starred* could potentially result in you losing points.
Does your level have...
- Creativity?*
- Alternate music? (*if it doesn't seem fitting)
- Good backgrounds/organization (use of transitions, etc.)?*
- Story?
- Replayability?*
- Comedy?
- Relevance to the contest theme? (in LDCs)*
- Lasting appeal/distinct style?
- Blosses, unique structures, or other really memorable features?
- Growth from your past levels?
- Gamebreaking bugs?*
- Anything that irks me for whatever reason (typos, really really bad loading time issues, etc)?*
Overall (10+5+5 = 20 points)In an LDC, this will be your final score from me. In the portal, it'll just be a 1, 2, 3, 4, or 5 star rating. Based on the individual category scores, it can mean a lot of things, but here's some general advice.
0.0 - 3.9 (1 star): Frankly, you probably just didn't put any time or effort into this level. Come on, you can do better. Your level is likely very short, graphically unappealing, and/or generally sloppy and uninteresting. Next time, spend some time planning out a design before rushing into it, and try to put more time into adding detail, refining your terrain, balancing difficulty, and playtesting to make your level a fun experience.
4.0 - 7.5 (2 stars): This isn't abysmal, but it could definitely use some work. Your level is probably too short, too simple, or too lackluster. For a start, look at some of the tutorials that have been made on level design. Then, try studying some highly rated levels and look at how those designers make their levels. Put some more time into your levels, both in planning and in execution, and you'll be on your way to a better score.
7.6-12.9 (3 stars): Not bad. You've probably got some decent skill in gameplay and/or graphics, but it might be lacking the oomph it needs to get a higher score. Maybe your design is functional and somewhat fun, but too linear, or maybe too plain-looking. You're probably strong enough as an independent designer to be able to develop your own style and skill, but you should also keep playing others' levels to see how they execute concepts.
13.0-15.9 (4 stars): This is definitely good. I'm having fun and feel immersed in the experience, but there might still be some flaws in your design. The best advice I can give at this point is for you to keep practicing, and keep playing levels; it's the same as producing any other media. For example, to become a good writer, you have to both read a lot and write a lot. Also, try doing something extra next time; spend time looking for good music, writing/planning an interesting plot, adding some flavor text and comedy/dialogue, and maybe try to come up with something really creative and unique to make your level better.
16.0-19.9 (5 stars): This is a rare score, but it shows that you did really well with your level. There isn't going to be all that much room for improvement beyond this point aside from addressing specific complaints in my actual review, but if you're on the lower end of this, you could still try refining some of the aspects like graphics and story, as well as maybe tweaking some platforming/design elements to make the level more streamlined and fun.
20.0: This is the upper limit of possible scores you can achieve, and it's designed to be near impossible to earn. I don't expect to be giving out any, since it implies 100% pure perfection, and my philosophy is that there's always room for improvement. But this is what you should strive for.
Also, as a note, I'm probably only ever going to go out as far as quarter-points (0.25) in my judgings. The 0.9s in the overall score were just for the sake of not going up to the next integer.
For nerds, here's what I expect my score distribution to look like roughly (this is just theoretical though, and yes this is a normal pdf :3).I thought to maybe convert scores to a letter grading scale just for kicks, and here's what I came up with:
>95% = A+
90-94% = A
85-89% = A-
80-84% = B+
75-79% = B
70-74% = B-
65-69% = C+
60-64% = C
55-59% = C-
50-54% = D+
45-49% = D
40-44% = D-
<40% = F