~The √25th 25quared Contest~

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Re: ~The √25th 25quared Contest~

Postby ~Yuri » April 11th, 2016, 8:47 am

Can't post them right now since I am on mobile, and I don't think I'll be able to post anytime soon. Will ask MK to post them though.

Also, yay 5th! Only 2 medals left to complete the collection <3
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Awesome sig made by MessengerOfDreams, way back in 2013. She's awesome <3
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Amazing sigbar made by FrozenFire!
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Great sig made by Raiyuuni!

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Re: ~The √25th 25quared Contest~

Postby *Emelia K. Fletcher » April 11th, 2016, 9:06 am

-Zero wrote:Can't post them right now since I am on mobile, and I don't think I'll be able to post anytime soon. Will ask MK to post them though.


here are your judgings

Judgings, and overall standings: show
The Untitled Level
by BrawlerEX

Gameplay: bad joke/10
I got a better joke than your level:
Person 1: do you know how much effort it takes to make a joke level
Person 2: no
Person 1: literally none
Person 2: you are quite hilarious

Scenery: good/5

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Misc: -1/5
+1 i like the music
+1 there's GOD in it and i found it pretty hilarious
-6 just kidding, religion isn't funny

Overall: that's a bad joke level/20
i got another joke
Person 1: do you know what it takes to score a joke level
Person 2: no
Person 1: the same iq as your mother
Person 2: that was not funny

===
Ok, with the joke out of the way, let's get to actual business.
===
Mini Ride Through the Mines
by Supershroom

Gameplay: 7/10
The gameplay is quite solid. Good placement of obstacles around, without making it way too convoluted or too empty, so props for that. However, I'm not without my complaints. I like how you use these high speed... things(?) as an obstacle sometimes and as a help other times. But, it's quite buggy, due to the high speed itself, and can result in some pretty unfair deaths, more often than not. My biggest complaint is when entering the pipe, and the object just crushes you while in the animation. Though you told you must time it perfectly in the description, it shouldn't happen regardless. The survival challenge... Isn't really the best as well, imo. The coins aren't really a help, since most of the times you end up getting it accidentally, when you don't even need. I think maybe they should be placed a bit more at the top half. Plus, it's pretty empty, even though there are flames, bullets, a bully, and everything, it just feels repetitive, and doesn't really add anything to the level.

Scenery: 4.5/5
I love it, just as I do love most of your levels' visuals. I sincerely think it might look better than most sections in the original level do. The decoration is not espectacular, but I'd actually marry that tiling. Hoooweeever, I'd never know that bloss was a shroom, f you hadn't told in the description. It looks like a... rock? Seriously, I don't even know what it looks like, but certainly not a shroom.

Misc: 3/5
+.5 For the really nice music ;)
-.5 For the only "actual" bug in the level, with the pipe. It's really easy to fix (moving the pipe a little to the left), and it shouldn't happen.

Overall: 14.5/20
While it's unfortunately not the best experience I've had with a level of yours, it's certainly a fun level to play after you get the hang of it. Just beware of the issues that might hinder the fun provided by your level. Regardless, good job.

===
Frost Citadel
by FluorescenceLight

Gameplay: 8/10
I like the way you structured the level, it felt quite varied in gameplay, and since it's non-linear, it helps bring some little backtracking. For the platforming itself, it's quite varied, and can be really fun. In fact, there's only one part of the level I don't like, and that's the underwater part with multiple doors. Not only is it entirely luck based, but it also can be pretty annoying. Again though, it has overall a really really solid design, and a good variety of gameplay. Great job here.

Scenery: 3.5/5
I sincerely like it. The ice theme is present through the whole level, but it's not just ice. You mixed snow with inside parts, and it actually looks quite nice. You haven't overdone the decoration; the amount is just right on the outside and the inside. The tiling is pretty nice, especially the background, it has a lot of variety. However the level can look a bit "uneven" sometimes. Some rooms look kinda bland, while others look quite fantastic. A good example of a bland one would be, again, the one with the doors underwater. Try to balance it out better next time.

Misc: 4.25/5
+.5 For the really nice music choices.
+.5 For making this level feel quite long, even though it's a 25quared one.
+.25 The extra challenge (getting all the mushrooms) adds a nice level of replayability.

Overall: 15.75/20
I really like this level. You are on the right track if you want to continue designing this way. You still have a lot to learn, but your level pretty much proves to me that you will go wonders, should you work better on certain aspects. Great job.

===
Emerwood
by Vesoralla

Gameplay: 8/10
I like the puzzle aspect of the level. While it can actually be confusing, the somewhat open nature of the level opens up for a lot of solutions for the puzzle. Replaying this level, I have found various ways to clear it, so good job on that. It can get a little hard to navigate sometimes though; Some stars do seem pretty pointless. My guess is that this is, again, for giving a more open nature to the level, but maybe telling somehow which stars will activate or deactivate its effects would help a lot. In terms of platforming, I think it's pretty basic, but since the puzzle aspects balance it out, I don't see a problem.

Scenery: 5/5
Well, I looked at your level and immediately thought "this is something straight out of a DarkBlaze level", and then I remembered you are DarkBlaze. Seriously though, this looks amazing, like all your works do. I'm amazed by the trick you pulled out with the block glitch, making it so the player is able to pass through them, so props for that. It has a really lush feel to it, and the blocks/tiles are placed so well that I really have no other word to describe it other than fantastic. Seriously, I have nothing to complain about the visuals here. Amazing job.

Misc: 3.1/5
+.1 While it's nice you included an alt song, it really doesn't fit the level well.

Overall: 16.1/20
I really like the level, especially visually. Your style is still yet to this day, a inspiration to mine. It can still improve gameplay-wise, but aside from that, I love it. Splendid job.

===
Flambé
by Oranjui

Gameplay: 7.5/10
It's a nice experience overall. I don't know what to call it; a puzzle, a plataformer, but it's not like it matters. If you view it from a puzzle standpoint it works, since it's not linear and it is kinda cyclical, and it works really well this way. As a plataformer however, the gameplay certainly doesn't stand out, but it works regardless. I honestly don't have much to say in this regard about your level; it's not outstanding, neither can I pick up any flaw in your level. It's structure works well though, it has a nice progression, and the somewhat cyclical design keeps it interesting. So yeah, nice job.

Scenery: 3/5
It's definitely not outstanding, but definitely not bad either. No decor, which is NOT bad in the case of your level, because having none is better than outdoing it when it's not neccessary. The tiling though, could be worked better. It gives the 'hot" atmosphere you want to give, but it is just a bit bland. Maybe using more tile variations and background tiles could definitely help you in this regard.

Misc: 3.5/5
+.5 For the amazing music choice.
+0 Because I love flambé banana <3

Overall: 14/20
Not bad really, just not anything that caught my attention, particularly. I do think you can do better for your levels to stand out next time. But still, nice job.

===
Ancient Future
by Forgotten

Gameplay: 6.5/10
It is well thought through most of the level. It has some nice puzzles to it, my favorite being the Circle/Square/Circle one. The platforming can be pretty neat sometimes as well. However, the level is not always clear about what you want us to do. For example for the first metal star and silver star to the right, it was literally guesswork for me to find its exit. About the tiles with touch'n'go platforms hidden on them, while I guess you did that so the player discovers it by themselves with trial and error, I do think you could have used another kind of tile that doesn't blend as well with the environment, because it took me a while to notice the upper one, neccessary to get two of the silver stars. Speaking of them, the topmost silverstar is really a pain to get, especially since the breakable blocks take a lot to respawn (or sometimes don't respawn even), and it's a one time chance; if the player screws up once, it's over, and the level needs to be restarted, and that's an unnacceptable design flaw.

Scenery: 3.5/5
It's quite unique. I like the way the tiling is placed, certainly adds to the atmosphere you were going for, while it can look a little convoluted at times, the tiling works nicely for most of the time. The decoration is placed nicely. I like the "flower" thing you did in the uppermost part of the level with the arrows, have never seen one of these, particularly, so good job.

Misc: 3.5/5
+.5 For the nice music choice.

Overall: 13.5/20
While definitely not a bad level, it needs some room to improvement. Remember to give room for error to the player, otherwise the level can be pretty unforgiving. I think you will go great lengths if you follow others advises. Keep up, and you'll do great.

===
Half Minute Mario
by NanTheDark

Gameplay: 5.5/10
Well... It's fluid, I'll give you that, but that's about it I have to say about it. It's pretty bland, and while the concept of having to play (and I say play, not complete because you could make it so you just need the 30s to complete it) the level under 30s comes with a price. For example you can't make any variation of gameplay, just block jumping, and that is it. I know you tried to add enemies and such, but that doesn't help, what could actually help with the platforming here would be different concepts, and a little of variation in gameplay.

Scenery: 3/5
Well, you tried. The background is definitely not bad at all, the decoration is not placed badly, but the fact the level is entirely made out of these switch blocks just make it harder to make it visually appealing. Surely the scenery you went with could work if this wasn't entirely made of hay-looking blocks, and was made instead of different tiles.

Misc: 4/5
+.5 For the good music choices.
+.5 For the extra achievements, helped fleshing out the level a little.

Overall: 12.5/20
This level has a lot of room for improvement, but I feel like to make it work, you'd have to reestructure it completely. Again, it's not a bad level per say, but still not as good as your work can be.

===
Hurry!
by Nuclear_Blaze

Gameplay: 6/10
I really like the concept of a timed escape, always reminds me of Metroid games. I like how your music choice helped keep the blood rushing. However, the escape itself is quite flawed. Starting from... well, the start, the vertical platform doesn't always warp you up, and I'm pretty sure this is not intentional. Also, what is the point of that switch nearby? It shouldn't be needed since there's another one above. By the way, be more careful with the structure of your level next time; jumping from gaps in the wall in tight spaces is certainly not ideal. The level has its fun moments though, since it's made pretty short, and it must be rushed, the pacing is pretty good, so kudos for that. Your level could be a lot better if you payed more attention to some of the problems mentioned, though.

Scenery: 3/5
It could have been better. It has no decoration, but since that seems like hwat you were going for, it's no problem at all, but the tiling could be worked better. Only one kind of solid tile through the level, and the background could be better, honestly. I see you tried to add some butterflies, but unfortunately, I don't they add, or help with the level's atmosphere at all; in fact, it'd be better if you just removed them, they are really out of place here.

Misc: 3.5/5
+.5 For this really really good music choice. Really helped to give the rush feeling, so pretty good job here.

Overall: 12.5/20
I feel like there's a lot to improve on this level, but you are on the good track for your first LDC, regardless. Remember to always follow other people's advises, and to take criticism wholeheartedly, and you'll go wonders. Don't be down because of this score, this is only your first LDC, and you still have a long way to go. Great job.


===
The Enigma Of Dreams
by npromin1

Gameplay: 7/10
It's a pretty nice scavenger hunt. Searching for the coins based on hints, or based on very intuition was actually really fun. Some of the red coins required guesswork to find them though, like the one you need to do a leap of faith to find it; not really intuitive in my opinion. Don't see a flaw with the other ones though, nor anything that drastically affects the gameplay negatively, and there's a lot of variety throughout, and that's really good, so good job on that.

Scenery: 2/5
Well, your level falls short here, unfortunately, and that's not because of the lack of decoration/tiling, but rather, for the excessive amount of it. I know it is supposed to be a dream, and it's supposed to be crazy, but that's too cluttered even for a dream. There's some visible cuttoff, especially with background tiles clashing with normal tiles, and that is simply an eyesore sometimes. I think this time, you should use a little less variety with the tiles, it just looks confusing and messy. The decoration too; some of it is just in the wrong place.

Misc: 2.75/5
+.25 Kinda nice alternative music. Doesn't really fit the level that well in my opinion, but is not outright unfitting.
-.5 For the lag, which actually was avoidable. You know all the blocks you placed in the level's boundaries? They won't help in the slighest to prevent the player from going outside; the level's own boundaries already does that for you. And to prove the blocks caused the lag, I deleted all of them and replayed the level, it was running a lot better.

Overall: 11.75/20
Don't be let down because of this score. This only means one thing, that you need some improvement, not necessarely that you are bad. If you follow what me, and the other judges tell about your level, you are only going to improve. And remember, there's never enough room for improvement. Keep up, and hopefully, you'll do better next time.

===
Treetop Treasure
by Asterocrat (Star king)

Gameplay: 7.5/10
It's pretty good mostly, the platforming itself is already pretty solid, and the concept of having to guide the bullet bill to the shine sprite is really really unique. However, jumping over the bullet bills can get pretty boring sometimes. For example, in that part you must pass in between the spikes while jumping over the bullet, once you find the right position, you just have to stay there, waiting. Sure, groundpounding does help speed things up a bit, but it's a risk over reward sittuation, since there's a bigger chance you might be hit by the spikes if you groundpound. The part just below with the fire is actually an improvement over the above, since it at least forces you to keep moving. It's still a really fun experience though, just definitely not one of the best I've seen from you.

Scenery: 5/5
Well, I can't really nitpick any graphical flaw in your level, honestly. I do love the tiling, it really makes the atmosphere of a temple in the sky kind of thing, and the decoration is placed really well throughly. The spikes look pretty amazing in the environment, and as always, your background and normal tile choices are really the cherry on the top of the cake. Fantastic job here.

Misc: 2.5/5
+.5 For the nice music choice
-1 For a MAJOR flaw. you can just triple jump to groundpound and get the shine sprite, and that's it, you just skipped the entire level.

Overall: 15/20
It's definitely a good, short level, with a pretty unique concept, but again, you can do better. Still though, great job.

===
dipenumbra volitation
by *Emelia K. Fletcher (MK)

Gameplay: 7/10
It's pretty fluid. While the platforming is pretty simple, and it feels quite short, there's never an instance where it feels too repetitive, or rather, the flow is stopped. Again, this levels falls more on the short side, but I feel like this is what you were going for. The structure makes it so depending on the path you take, you might return and take another path. If you take the upper one, you'll eventually need to go down; however, the lower path connects with the upper in a way that you cannt get from the upper to the lower, but you can go from the lower to the upper, so actually, good job. I took the upper path the first time I played, but not like it made too much of a difference. While it is not outstanding, it's definitely good.

Scenery: 3.25/5
I like that cave structure, it's pretty cool. Again, nothing outstanding, pretty simple rather, but I like it. there's not much decoration, but the few there is makes the difference, especially the vines. Somehow, the way the vines go all the way to the boundaries, gives the feel the cave island is "chained" by them. However, I'm giving you 3.25 instead of 3.5 because I feel like the segment with the body of water above... doesn't really look the best. Definitely could have looked better. The floating blocks don't add much visually, so I really have nothing to say about them.

Misc: 3/5
I don't feel like I have anything to add about this level in this section.

Overall: 13.25/20
That's not a bad level. Falls on the short side, but not a bad experience at all. Nice job.

===
Overall Standings:

Emerwood, by Vesoralla: 16.1
Frost Citadel, by FluorescenceLight: 15.75
Treetop Treasure, by Asterocrat (Star king): 15
Mini Ride Through the Mines, by Supershroom: 14.5
Flambé, by Oranjui: 14
Ancient Future, by Forgotten: 13.5
dipenumbra volitation, by *Emelia K. Fletcher (MK): 13.25
Half-Minute Mario, by NanTheDark: 12.5
Hurry, by Nuclear_Blaze: 12.5
The Enigma of Dreams, by npromin1: 11.75


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*Emelia K. Fletcher
Who's this douchebag?

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Re: ~The √25th 25quared Contest~

Postby Charcoal » April 12th, 2016, 3:11 am

Oh man, I've been absent for a whi-- Oh my sweet goodness!!

Umm....congrats...me. Good job to all you as well
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SM63 Level Designer Contest Winner
25quared: Mini-LDC #5

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Re: ~The √25th 25quared Contest~

Postby Oranjui » April 13th, 2016, 5:33 pm

by the way here are some minor nitpicks i have because i feel like procrastinating actual work i need to do
Supershroom wrote:and after pressing the switch, some forced damage comes from the two enemies in that corner
there's no forced damage anywhere in my level; you just need to have better timing :p
since for camera reasons, I didn’t see the rescuing green platform.
this is fully intentional. it's supposed to be scary/difficult, but there's still a hidden second chance for you in certain areas (at least if you realize it before falling a second time)
I’ve reached the Shine Sprite ledge with one phenomenally spectacular cannonshot.
lmao I'd technically classify that as a bug because I did not mean for that to be possible at all, and I moved the cannon about eight different times trying to prevent things like that, but props to you for managing to do it
-Zero wrote:No decor,
I actually did add in some decor as I was finishing the level, but I tried to make it subtle so as not to clutter the screen since it's already such a cramped space. Maybe I went a little too far with subtlety though :p
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Re: ~The √25th 25quared Contest~

Thumbs up x1

Postby l.m » April 14th, 2016, 2:14 am

OJ id give your entry a 20/20 in terms of lameness
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Re: ~The √25th 25quared Contest~

Postby Supershroom » April 23rd, 2016, 8:04 am

Graveyarding time, after medals have been handed out?

Also OJ, I don't think your level would be too cluttered after just adding a few fences or rocks, or after using a few more different brick tiles. The hidden ass-saving platforms being intentional - you can do that and scare the player with that, but if there is a way to avoid it and solve it otherwise, you should do that. E.g. the platform from the leftmost can be removed entirely - grabbing the silver star by hopping on a bullet bill in opposite direction is cooler.
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Nan's sig! From the previous Secret Santa event!: show
Rating standards: show
1 star: (0 - 5.75 in LDC) These levels need a lot of work. They're totally un-elaborated, and/or inherently flawed due to things like cutoff or enemy spam, or they're untested and there are too many bugs gameplay-wise, in short: Many many things went wrong in such a level.

2 stars: (6 - 9.75) These levels are not terrible, but poor. They're too short, lack scenery or they have errors and/or bugs but it's still barely enjoyable. Again, spend more effort and try to do better. (if it's your first level that I rate two stars, it's not bad. There's a long way you can still go)

3 stars: (10 - 12.75) These levels are about mediocre. They may be still a little bit short, the gameplay is fine but not very original and graphics are also solid, but not breath-taking. Try to keep improving!

4 stars: (13 - 15) These levels are nice, but not the best. Effort has been put into them, there can some professionality be seen in gameplay and graphics, they're a nice experience to play, but there are still things you can do to make it even better. Try to go the extra mile!

5 stars: (15.25 - 20) These are really great levels, those which, as said, I would give more than 15 in an LDC. These suffice many high requirements, and it already goes into subtleties if you want to make them better. These levels are successful all around. Bravo.

These are just general principles I try to follow when rating. Sometimes I don't leave a further comment when rating, most times I do, if you have questions about it, feel free to ask further.
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My total SM63 level experience: 2803 levels.
Total coins collected in these: 306800

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A showcase of the 25 best levels of 2011, including such fantastic levels as Niveau Victorieux Galaxy, Plastic Beach, Dimension Infinity, Realm of the Heavens/Parallel Spires, and more!

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Supershroom
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Re: ~The √25th 25quared Contest~

Postby Oranjui » April 23rd, 2016, 2:29 pm

That's the intentional route, but it's too difficult to be sure that you can bounce up to the right height every time in such a small space, and it's not fun to get screwed over when you're over halfway through the level.
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Oranjui
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