Notes: I haven’t been really paying too much attention to who’s part of a collab, so unless you mentioned it in the vault, I might have not listed both names. Apologies in advance. Also, you will see varying scores for alternate music. Depends on how well I thought it fit each respective entry, or if it made a difference.
Also, geeze there was a lot of people choosing Undertale for their alternate music. Great music, although I’m not sure if people picked it just because it was Undertale. Well, as long as it fits the feel of the level…
A Farewell to Arms- MoD and Veso
Total: 16.5/20
Fun: 8.5/10
A very good entry to start off the Vault. I have to say that, while at first I didn’t really get that sense of “finality” the LDC centered around, the more I played I got it and it became clear. The platforming was pretty simple yet provided sufficient challenge. While there was some lag, and although dying became a real pain coupled with the loading times, I don’t think it was enough to be significant issues for this level. A few tweaks could have been made here and there (e.g. in Part 2 there was nothing to stop you from going underground first in the city and ignoring the upper area), but overall I felt the story was enjoyable, and the well-chosen music set the tone nicely. Oh, and I appreciate putting in the extra effort for the 2 paths in Part 1.
Graphics: 4.25/5
It’s not a level designed in part by MoD if there isn’t an abundance of beautiful scenery. Although, there were a few things that added up to bring the overall score here down a bit. To me, I feel the mixing of different tile sets is very hit or miss, and that was reflected at parts here. A few floating signs I noticed, and in two different parts I noticed areas with a clear cutoff between two bodies of water items. Overall though, the level was well put together, especially with the effects of the ship in part 2.
Other: 3.75/5
(+.5) The music only helped add to the excitement and tension.
(+.25) That fake out effect with the 1st Shine Sprite in part 2 was neat.
A great entry for this LDC, and I’d be interested to know how you two split up the work in this level. I’m used to MoD’s handiwork, but Veso’s is pretty much new to me. What I know for sure is that this team works well together.
Freedom For All! -1018peter
Total: 14.75/20
Fun: 7/10
I thought the idea of this story was really interesting. The platforming chasing section was very cleverly designed; the big issue is that, while you can tell people to zoom out, then you get significant lag, which messed me up. The pipe to the right of that section maybe could have been placed a bit closer to where you first start that challenge. I was so busy trying to chase the platform that I didn’t even notice it until I used the LD. Back to the lag…that became a pretty annoying issue in the area of underwater pipes (which, again, was designed in a very intricate and well-thought out way), even when not zoomed out. I was playing at about 7 fps through that whole segment. I felt that coupled with the lag, some parts became too frustrating to complete at times. I also like the option of the secret ending…although there’s no way I’d ever get there without cheating. This level in general had a good premise, but the aforementioned issues prevented it from reaching its maximum potential.
Graphics: 4/5
While the tiles were very nicely placed, I felt some more background scenery with cave plants and the like would have really made this level shine. Also, the area with the underwater pipes had minor cutoff between two items of water.
Other: 3.75/5
(+.25) Some nice technical tricks done with the fire pillars.
(+.25) I like the use of “clones” in the normal ending.
(+.25) The songs for each ending I felt were very spot-on.
This is a good level, Peter. My advice? Ease up on the difficulty in the future. Even you said in your vault post that this was intended to be “gimmicky hard”. But in my opinion, judges are more likely to get frustrated with those types of levels. Definitely keep being innovative with your challenges for sure. Just make sure to get enough feedback from others too. I’m always available for feedback if you need it.
The Escape of Firey Wastes- FlorescenceLight
Total: 15.75/20
Fun: 7.75/10
I don’t know if I’d say this level has a “finale” kind of feel. It feels more like a kind of standalone showdown, to be honest. But regardless, it has plenty of merits. While some backtracking can be involved since you don’t necessarily know where to go the first time, the challenges felt pretty fair and balanced. The only annoyance I’d say is with the second part and the Bullet Bills; it becomes hectic trying to stop bouncing around long enough to enter pipes, get the camera to change focus, etc. It was well-made and fittingly intense, though. Indeed, I greatly enjoyed the 2nd part with its quick pacing and well-chosen music. You made sure to keep lag to a minimum, too. Good work overall.
Graphics: 4.5/5
Some parts perhaps could have used some extra sprucing up, with just a bit more touch of scenery. But other than that, I think the tile set here works and there was no glaring cutoff. So good job for that.
Other: 3.5/5
(+.5) I feel that 2nd part deserves some extra notice for its creativity challenge, while having no lag in it. The music also seemed to go along well with it too.
A solid level overall. The “finale” theme may leave a bit to be desired, though.
Fake Reality? –Amp
Total: 18.75/20
Fun: 9.5/10
I had a hell of a good time playing this level. It was quite the journey over 3 parts. The story was pretty interesting, but I feel it was really the overall gameplay and intricacy of the level design that made this entry shine. The obstacles to overcome always felt like something new and fresh, with a fair balance. Travelling deeper to get to Blackworm and having essential a whole block boss level. And doing all that without any real lag either? It’s sort of hard to express how much I appreciate this level, because it’s all in the little subtleties here and there. It’s sort of rare that the graphics and little extra effects has a significant impact on my enjoyment of the level, but everything sort of blends together and it all just feels so thrilling. Fantastic work.
Graphics: 5/5
This level looked phenomenal. No noticeable cutoff and every part was aesthetically pleasing to look at. If I had to nitpick, I’d say the layering can look a bit weird at times with scenery on top of the breakable blocks (in part 1). But that’s not significant enough to detract from the overall look and feel of this entry. A great use of different tile sets for each part too. It really makes you feel like you’re on a grand adventure. Kudos for that.
Other: 4.25/5
(+.25) All those really cool technical effects (double jumps, traps, the ankh, etc.) helped make this level standout.
(+.5) That ride with the machine in Part 2 was spectacular. Hell, even though Mario could fall out in the first segment, it was funny watching him faceplant slide slowly down the hill afterwards.
(+.5) I can’t stress enough how cool Blackworm was, especially with the descent after defeating it.
A wonderful job. This deserves to be a medal winner for sure. What more can I say?
The Rampage- Supershroom and Jumbo
Total: 17.25/20
Fun: 8.25/10
I’m glad this entry was made to be good as a standalone instead of having to play the rest of the series to enjoy it. I’d say at first everything seemed pretty simple, but things really got exciting the further I progressed, especially in part 3. At the first invisibility section in part 1, an arrow to show where to restart the challenge would’ve been nice. There’s also the fact that I didn’t realize I had to make the switch last through the transition and back in part 2. While at some parts the difficulty was a little on the tough side, in general it wasn’t overly excruciating. The overall lag was bearable as well- although it felt weird to being playing from 12 fps at some parts to over twice that in other areas. But yeah, overall the story was simple but the gameplay was clearly the main focus here, and you made it work well.
Graphics: 5/5
Everything seemed solid here. No cutoff and a great mixture of tiles to give this level your own personal touch. Nice work.
Other: 4/5
(+.25) I liked the waves of pillar flames as part of some of the challenges.
(+.5) The Bully boss himself was pretty neat, and I liked seeing him from different angles in Part 3.
(+.25) The alternate music fit pretty well.
A great entry, you two. Putting your skills together really paid off.
Bowser’s Last Stand- awesomeguy
Total: 15/20
Fun: 7.5/10
It’s sort of hard for me to give a general consensus on this level. It was more a bunch of different implemented ideas that, for the most part I liked. From a coin hunt to a power-up hunt to a boss fight, it had some nice pacing and challenges. A con: That Thwomp in the first part (near a transition) felt really random- it just ended up glitching me through the transition and killing me. In Part 2, using those tiles to indicate where to hide from the flames had a nice effect. As a side note, I liked the way you implemented backtracking in some of the parts, like in part 2 with trying to get the shine while hovering. I appreciate the effort you put into the little mini challenges of the 3rd level. Although I have to say, after getting Turbo Fludd, the chase area becomes incredibly easy. The story was pretty run of the mill, but you made the level pretty enjoyable with its gameplay.
Graphics: 3.75/5
I felt at times there were odd design choices. One area in part 2 had background tiles all except in one column. Sometimes scenery placement goes through tiles and looks sort of strange. The floating door inside the mansion house…I’m not sure if you did that because the door was levitating on the outside, but to me it just didn’t look right. I also think that, in part one especially, there could’ve been some more coin placement because, even with all the scenery, some parts feel barren without more items. Although I did notice you put in a good effort even with the aforementioned issues.
Other: 3.75/5
(+.5) I thought the use of talking to people mining rocks was pretty clever.
(+.25) Are you trying to appeal to my taste in Undertale music? Because it’s working…but in all honesty, it fits your levels fairly well.
A solid level overall, but I think I few tweaks (particularly with the graphics) could help make it stand out.
Pikmin 2: Final-cliffy987
Total: 10.5/20
Fun: 4/10
I respect you trying to pay homage to Pikmin 2. I’ve played the level this is based off of, and I can see the resemblance. The big issue here is that the level is just too simple. I think there are other ways you can either replicate the Pikman cave exploring style, or stray from it and just do your own thing while just mildly resembling it. Here it lacks substance. I’ll admit though, the end was pretty cool, but the path to getting there was really straightforward with no real challenge. Speaking of which, at some parts, it feels really easy to fail the level and miss a Red Coin, depending on where you fall at certain points. I had to zoom out to make sure. But…yeah, not much more to say here.
Graphics: 3/5
You did a good job avoiding cutoff. But again, the graphics feel a bit simple here. Not a lot of items nor scenery like trees, rocks, etc. Maybe you could argue the original Pikmin level was pretty barren…but for the sake of level designing, it’s okay to deviate to show your skills and creativity! So this is really a case of what you didn’t do that you should work on next time.
Other: 3.5/5
(+.5) I liked what you were going for with the Titan Dweevil boss at the end.
I like the idea, but this feels like the start to a good level. You need to build on and explore, and looking around the level portal is a great way to get started. I believe in you to do more and do it better. Good luck, and feel free to ask fellow users (including me) for help.
Zone Control- Karyete
Total: 14.75/20
Fun: 7/10
The premise was simple, and although I didn’t really get the “finale” theme here (but I get it’s part of something you wanted to finish), it still overall presented a nice challenge. It was fun going through each area, and while I appreciate the different styles of each zone, I feel like there was something missing that really made this level stand out, especially without any story whatsoever. But, the difficulty was just right, and virtually no lag. So in general while it was enjoyable, I felt you could have done more considering the theme.
Graphics: 4.25/5
I definitely noticed you trying to add scenery and coins, but I felt some areas got better treatment than others. Although I didn’t notice any cutoff, and there was still a good effort otherwise to make the level look nice overall.
Other: 3.5/5
(+.25) Nice little effect with the flames behind the Shine Sprite at the end.
(+.25) The music helped to create some excitement and tension.
A good entry, yet it doesn’t feel like it tries to set itself apart from the crowd.
The End of SM63-Nenefun4534
Total: 10/20
Fun: 3/10
I thought the premise was out of the box, having your level be the end of SM63. But…it doesn’t feel like there’s much effort here. It feels like pretty basic, beginner-type level designing. Like a lot of levels you’d see as people’s first levels. Nothing in here really feels like a finale, and the challenges were pretty simple too. Also, the last part was pretty much just enemy spam. It’s not a terrible start, but I’d recommend you get some more practice in and take a look at other levels you can take full advantage of what the Level Designer has to offer.
Graphics: 4/5
Well, I didn’t really see any cutoff, and you did try putting coins and items around.
Other: 3/5
Nothing I can really say here. I didn’t see anything to make the level stand out or detract points here.
I hope you continue to do more level designing. Just ask for feedback, and you can make great levels.
X-illusion (Judge only part 2 and 3)
Total: 13.5/20
Fun: 6.25/10
Sorry that, per the rules, I can only judge based on parts 2 and 3. I think they were solid overall. The challenges were fun and varied, and I like what you did at the beginning of part 2 with getting to the first switch and back. I just don’t think the level really feels like a finale, though. The boss felt just like a normal level, and I didn’t feel like it went above and beyond to impress. It’s a fine level, but I think making it longer and expanding on some story could have helped it significantly, even besides the fact part 1 wasn’t included.
Graphics: 4/5
What you did with the tiles was nice, and I didn’t really see cutoff, but I felt you could have added more scenery here and there. It’s another case of some areas looking emptier than others, which can easily be fixed with some more plants and rocks here and there. Pretty good in general, though.
Other: 3.25/5
(+.25) I like the effect with the Shine Sprite and the “X” and “End?” showing up. (Amp did the same so it’s only fair to give points to you as well)
You’ve got something here, but putting in more time will make this level even better. And try to start a new project so you can submit all your levels for an LDC instead of me having to skip one.

Switch Factory: The Finale- Christian07
Total: 15.5/20
Fun: 7.25/10
I have to admit, I was pretty surprised with some of the tricks you used with this level. I didn’t realize what was going on at first with the green platforms and thought I ran into a dead end (because I carelessly die a lot), but it was cool to realize they stayed in place even after going through a transition. The room with the bouncing and flames was also interesting. I enjoyed how with the boss you’d ascend to fight another version of its machine. Again like some other entries, I feel this fits the theme pretty loosely, but you still put some good effort into making me have fun through it all.
Graphics: 4.75/5
It really shows that you put a lot of working into making this level look nice. A lot of good tile mixing, including the background. I also like what you did with the blocks to indicate where flame pillars would appear. I would only suggest to add a few more items around, because it feels like there’s only a few coins here and there (especially for the boss level) and it fills up the space well.
Other: 3.5/5
(+.5) For overall neat use of the green platforms to open up a path, and other technical tricks.
A pretty good level overall. Just fix what I said about the graphics.
Aetherial Garden-Oranj
Total: 13.25/20
Fun: 5/10
Well, let’s see here. I think you’ve got a really nice foundation to something that can be a great level/series based on what you’ve managed to do in the first part alone. For a small area you put a lot of creativity with the challenges and how each time I came back to the same area, I could reach a new place. I think it’s a nice change of pace that you didn’t just put the checkpoint in a very obvious place while also making them pretty accessible. I just wish I could’ve seen more, and because of its length it will get a lower score here, but if you continued the rest of the level and it was creative as this I could easily see it get a score of mid-8 or higher for Fun. The main issue becomes things like Fludd that don’t go away in the same level, so you’d have to split it up into parts because once you have something like Rocket/Turbo Fludd it can break the rest of the level. It obviously works here because it’s so short right now, but you know what I mean.
Oh and I liked the secret alien bully. AYY LMAO.
Graphics: 4.75/5
Based on the first area, I would definitely give this full marks. It has abundant scenery without cutoff. It really feels like a garden. But, I feel the second area is just a smidgeon emptier (understandable considering it’s not done). Layering is weird sometimes but I know the designer messes it up sometimes. So good job so far here. As a side note, some of the signs have the weird box formatting that shows up when your computer doesn’t recognize a symbol (See [img=http://puu.sh/m1pnl/fb77ab2a7f.jpg]here[/img], next to slippery). Just something to keep in mind. I saw it a few times while playing.
Other: 3.5/5
(.5) Some nice music to fit the mood.
As it stands, it’s a very good beginning. If the rest of your level was complete and had the same quality, I could easily see this as a top 3 in the contest. Keep working on it! I’d love to give more feedback when more progress is made.