Lemme see... the main criticisms for my level... it's kind of hard to see among all the praise, especially considering a couple judges didn't really state any flaws in some categories (but still didn't give me full points
)... but I gather it's this:
-The level is too short (Yuri)
Justification: The idea was to make the level like... fast. Something you could actually clear quite fast.
I knew that it would be too short still... in a way that's why I added those achievements. Especially the Coin one. It would give you more time to appreciate the level. It gave more replay value, making the level's life a bit longer.
Also, the tree concept. That's actually I've been wanting to implement in levels for a while now. You'd also take a while to realize you can jump on trees.
-The final part is too close to the ceiling, it's hard to navigate (MP3)
Justification: I had to make do with the 25x25 area... I guess it is a error in design, anyway, but still.
-The graphics are odd at parts and tiles don't match too much (everyone in a way...)
Justification: I wanted to add more castle tiles for the side buildings, but as I experimented with it, I realized it didn't look too well and it limited me a little in what I could design, given the way those tiles work. That's why I started using Block tiles and stuff. Maybe I need a bit more experience and trial and error with tiles, I don't know. I often see judges loving weird stuff anyway.
As for the mushroom vines, I was just trying to make wires, and a structure with them. I thought of using metal platforms, but there were was the issue that they were still interactable with. And I could disable them, but I would be unable to rotate them.
Also, Yuri, I CAN'T JUST SPAM TREES EVERYWHERE
-The Goomba by the top door (MK)
Justification: ...Ok that's my bad. xD
I can learn from these, anyway.
I might consider modifying some things in the level, and maybe the level will be more appreciated then. I dunno.
I guess one of the problems I've had when designing levels is that I always try to push a concept. Like, a single concept. Like in this case, a fast, speedrunable level. However... That's not how LDCs work. You need to throw as much stuff as you can into the level, stuff that all judges may like.
Heh... in this case I should have thrown in a puzzle, a captivating story, and maybe some other things xD Oh well. I'm not really gonna move away from that concept now... but I'll consider some general complaints.
But the next time I make a level for an LDC, I guess I'll just make a level that can be enjoyed by every judge. A Gold Bait, if you will. :3
This was a good experience. See you guys in the next LDC.
By the way, yesterday someone told me, that the trick is not to know how to get up after a fall. It's to be able to make the most out of the fall, and being able to take it as a boost for the future.