Totals so far:
Firedragon: 7.75/20
Nwolf: 12/20
Supershroom: 13.25/20
Amp: 15.5/20
KABOOM: 15.75/20
1018peter: 16.25/20
Harmless: 16.75
Triple J: 17/20
MP3 Amplifier
Fun: 7.5/10
I appreciate that, as advertised, this was a really cool, relaxing play. There weren’t really any difficult parts to the level, or very challenging at all. It does mean it’s not the most fun or exciting level but it’s one that I could easily pick up without an ordeal. Being that it’s a simplistic level it doesn’t have the wow factor that other levels that you’ve done, but it doesn’t need to; the platforming is still overall good, with some neat tricks up your sleeve especially at the metal cap part, the one tense part of the level.
The weakness in this level that does hold it back to me is all of the damn backtracking. I thought it was quaint at first, but then it really got annoying when it took up half the time. It’d be better if on the backtrack there was some challenge or platforming to do, but the gaming sections either branch off or are satellites to the main route, meaning that there’s no game whilst backtracking, leading to a lot of time wasted, especially if you happen to die.
Regardless, the idea was executed really well, and it’s a level I can easily pick up and go with.
Graphics: 4.5/5
I do think in some places it could either use a little more natural formation or decor, and some ideas just didn’t work out graphically (the rock lake, for example, and the geysers) but for the most part it’s a really beautiful level, with just the right touch of everything and only a few weak spots. Interesting tile work, lots of color, but not too saccharine.
Other: 3.5/5
+.5 I like how the poem is incorporated into it. It’s not overbearing but the design reflecting the lines is a nice, clever little touch.
+.5 While a bit stiff, I loved the giant butterfly at the end.
-.5 I am bugged at how it isn’t very clear that the last room on the left is a maze, and the coins are just put in one segment. Not knowing it, I took them all and drowned just before I reached surface. This is only a really big problem because of the goddamn backtracking and having to make sure I get every last damn coin all over again. So yeah, if you’re gonna have us oneshot all eight coins, then at least don’t give us a very easy chance of dying on the last coin.
Overall: 15.5/20
Yeah, like you said, I don’t see this winning. But if this is what you pull off on a lazy day, it’s a testament to your skill. Here’s hoping you don’t accidentally destroy the competition again! You have a Volkovian habit of winning by accident.

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Kaboom
Fun: 8.25/10
Cheep Cheeps. Lots of cheep cheeps. I’ll admit, the first room or two where it was just sort of basic swimming with a lot of cheep cheeps didn’t really get my hopes up; it dragged on and got kind of boring. Luckily, you turned it around by slowly building up steam as you went along. I liked the gates the cheep cheeps could leap through; simple, yet effective. The metal cap was used really well in the next part. There were a lot of neat little variations of the norm that I think worked to make the level interesting, where the earlier parts didn’t succeed. Regardless, I was entertained and impressed.
Graphics: 4.5/5
It’s clear you took a lot of care into nailing a specific style for the tiling, and it works for the most part. It’s well-organized and carries over well. My only complaint is that such a harsh and stern color scheme does get kind of dull after all the repetition of it; some color to break it up every now and again would have been nice. Regardless, it’s very intricate.
Other: 3/5
+.5 Although you’d have to be crazy to choose it, the one-up mission, and it being so difficult, is actually a nice touch to add to replayability.
-.5 There was some lag I feel could have been avoidable; the tile is often so thick that even when you can’t see it (including zoom-outs), it’s still there, and it slows the level down for something insignificant. I’d edge the tiles a little better to avoid the crawl; it’ll help a lot.
Total: 15.75/20
A really good little level. Slow to start, but still plays well.
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Nwolf
Fun: 7/10
I like some of what you did here, although I could definitely tell the level was rushed. The mechanics were nothing too special, but they worked. There were some moments that either got dull quickly (the maze) or were just outright frustrating (that one little moving block), but there was nothing exceptionally wrong. It just wasn’t up to the same standard as your past work.
Graphics: 2.25/5
I am less than impressed here, however. The maze looks pretty cool, and the tile scheme does have its highlights, but I don’t like how geometric and barren it is. The cave tiling looks sloppy in the background because of how it repeats the same block over and over or just generally is a messy blend. There’s even one instance where there’s not enough layer to even cover the above parts of the cave, meaning the cutoff is blatantly visible. Finally, the color scheme gets really dull and oppressive after awhile, although that’s more personal taste. It really needed some touchup here because it just didn’t work at all.
Other: 2.75/5
-.25 I get hiding red coins, but in a maze that gets tedious and boring after a few go-throughs, I wouldn’t get too cute with them; I was getting really aggravated after awhile.
Overall: 12/20
Oof. Yeah, at least I know this was just a lazy day for you. Clearly you’re a good designer, and with some true effort this could have gone a lot better.
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Firedragon
Fun: 3.5/10
I get that you made for some effort with the maze and what have you, but it was actually quite bland. There wasn’t anything really unique about this, and it didn’t play super-well. I can’t say there was anything super-wrong with it, but I’ve played tons of levels that were more fun.
Graphics: 1.5/5
When I read Mario was going to explore something, I expected something that looked worth exploring, which this wasn’t. Obviously there wasn’t any cutoff and the construction of the maze wasn’t anything bad, but it was literally bricks and filler, nothing else, which is not interesting at all.
Other: 2.75
-.25 I get wanting to add a continuity to this level from your other levels (I did it too) but it still needs something to sustain it as a level if you’re gonna do a story. Mario being told to explore something by someone he considers a boss cannot sustain a level on its own, and I don’t want to absolutely have to play a past series to understand.
Overall: 7.75/20
For an early on work it isn’t bad, it just isn’t good either.
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Harmless
Fun: 8.5/10
I really enjoyed this. The exploration factor was well executed. I enjoyed just going through the cave to the point where even getting lost didn’t bug me. I loved the journal logs, I think the platforming was pretty good if not exceptional, and I think this level had a lot to offer. It did get a little weary at times backtracking, but not enough to seriously take away from the level.
Graphics: 4.75/5
I get that some of the cutoff might have had purpose but it did kind of bug me still. Regardless, it’s a wonderful-looking level that carries the story well. Your layouts were excellent, the decoration was just right, its dreary color scheme actually worked in its favor, and it all fit the mood really well.
Other: 3.5/5
+0 (via +.75 and -.75) On one hand, I loved the idea of hiding the FLUDDs and other things, for one to find. On the other, there was a severe lack of clarity to the level that made such things confusing; namely that I had to find all the Toad logs that acted as red coins, and that I absolutely needed FLUDD for one specific jump or else I’d be trapped.
+.5 I do like the idea of the ship logs in general, especially how they replaced the red coins with some strategic item setup.
Overall: 16.75/20
It’s a small level, but it works really well. I’m impressed!
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Triple J
Fun: 8/10
So. You’ve definitely improved. Sure, I’d appreciate it if you made the level more possible to be completed by human beings, and the extreme and often irritating excess in difficulty made it harder to enjoy, although not to the extent of past levels. I don’t really punish hard levels often but when I’m reloading and cheat-moving twenty times per level for often ♥♥♥♥ little reasons, it does take away from the fun.
However, it’s clear to see that you put a lot of effort into making this level work. Most of the time it does. There’s some creative platforming, you try new things, and you’ve shown a lot of evolution. I definitely had a blast playing through the parts that showed less contempt for the human cognition and think you did a lot right. The castle especially shone in a lot of areas, just in the general grand scale of it and the individual little challenges. Excellent work.
Graphics: 5/5
Absolutely perfect. Awesome color schemes, great attention to detail, wonderful personal style; it all worked so well. I’m actually jealous of how good you are at doing what you do.
Other: 4/5
+2: That is the mother of all side-quests. Really really awesome.
-.75: I feel like this didn’t really fit the theme except for specific areas. I’d reckon between the two levels only 25-35% actually in any way involved water, especially the first level, which had a single pond and some water to catch you if you fall, which doesn’t count. It does have some water challenge in it, so I’m not detracting more.
+.5 Those skybison thingies or whatever in Level 1 are amazingly rendered and tons of fun. That’s the kind of ♥♥♥♥ that will make Amp’s LDC card.
-.25 I do get what you did with the salvation pits, but uuuuugh having to spend a minute backtracking over the same pit of water with just some fish in it gets old after awhile.
-.25 I was confused by whether or not we had to get the red coins and got worried after awhile, only finding out at the end that they were a side-quest.
-.25 There was no reason for the trap-block-thingy happening when we fell into level 2, especially since I could get stuck by accident if I dove or something, meaning what was already a tricky-to-upload level would have to load again.
Overall: 17/20
Not perfect but still really well done. You’re definitely getting better. You could easily win with this, you ♥♥♥♥.
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1018peter
Fun: 9/10
It’s actually a nice little trinket. Simple concept, nice little puzzle that wasn’t super irritating or aggravating. I like how you implemented it, how smoothly it ran, and the nice balance of platforming and puzzle. There’s not much else to say, it worked well.
Graphics: 4.5/5
Good graphics. I felt the shine room was a little too messy, and sometimes there was a tad bit of item cutoff, but I loved the look overall, the tile schematic, and the design layout. Good work.
Other: 2.75/5
-.75: You can end up skipping parts of the level or in-general confusing the ♥♥♥♥ out of yourself because the breakable blocks don’t hinder you from going in the pipes. A biiiiig bug that I feel could easily have been fixed up.
-.5: You didn’t specify which way to go for the maze, leading to me being trapped somewhere else just after that for no reason. So totally shouldn’t have happened, a sign pointing you in the right direction or a way to fish oneself out isn’t that hard to do.
+1 Overall, the incorporation of the floodgates were practically flawless.
Total: 16.25/20
What fun! I like this little showcase.
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Supershroom
Fun: 7.5/10
Okay.
So, there was a lot that worked about this level. I loved the challenges, and how you built them. It’s clear a lot of thought was put into this, and that you cared about making this level great. It showed, and played out a lot. I think that there were either unique or fun challenges all throughout, and I enjoyed them. However, I think length was a problem; most challenges went on too long to the point where they just got frustrating or underwhelming after awhile. It made for a really, really slow pace sometimes. Regardless, structurally a lot worked out.
Graphics: 4.25/5
Some of it felt really open and undeveloped like the airship, and it got too geometric at times in the cave, but overall, I think your structuring was really great.especially with the castle. It reminded me a lot of Hanmeus’ Castle, also by Star King (and Amp) from Mirror Island, yet still had enough to stand on its own. It’s just held back by a lot of sections that didn’t shine. And speaking of which…
Other: 1.5/5
...yeah this isn’t gonna be the fun section. There’s a loooooooooooooooooooooooong list of bugs that just bugged the ♥♥♥♥ out of me.
-.5 No reason to throw dialogue right after a switch (prologue castle) where there isn’t much time to go; most will waste just enough time to lose the block and have to restart that whole search. Also, you didn’t actually hide the switch, putting it behind the door you started on, making that entire section either a waste of time or pointless moment.
-.25 Some paths that go nowhere, and a general vaguely confusing sense of direction
-.5 Bad transitions in the ship, meaning that I went backwards through a section that turned out to be impossible on the right side.
-.75 There is a looooooot to be said about the absurd height of level 2. First off, it was only done for a SMW throwback and some other randomly useless large falls, and came at the cost of a loooooot of lag.
+.25 I did like that SMW throwback tho
+.25 That’s a really cool flower
-.25 I missed two signs falling through into the lake because of how the pipe was positioned.
-.25 The boat after the first part of the boat ride turned back waaaay too soon, forcing me to either wait again for it to return or to take damage. This repeats after the transition where it comes so fast I have to run into a flamethrower to get on it.
-.5 In such a colossal level, telling people to “place the start point here” is a really ♥♥♥♥ checkpoint system
-.5 Impossible to catch boat after the temple, it goes way too fast that even my best efforts to catch it don’t matter.
-.5 Faulty pipe in BOSS BATTLE
+.5 Loved the undersea monsters
+.5 Great alternate music scheme
Overall: 13.25/20
There was a lot in the design that was excellent, but just as much that was deeply, inherently flawed.
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Yurimaster
Fun: 8.5/10
Okay, so. I love this level. It’s not perfect, because some of the challenges felt typical or dragged on (the ice segment for example), and there seemed to be much more non-gameplay than gameplay, which usually isn’t the best idea. However, I do love the exploration, I love the story, and I love the way you incorporated the ice/water situation. It made the experience very enjoyable.
Graphics: 5/5
Jesus Christ, perfect and flawless. The transition between the two rooms in every scenario is excellent enough to essentially make the graphics 5.5 here, which I’ll do by giving it an extra .5 in Other.
Other: 3.5/5
+.5 for the amazing rooms in both forms.
+.25 for the amazing fish puzzle, which was annoying enough to not make this higher but still one of the most creative ideas ever.
+.5 for giving me more feels than any level I’ve played in ages with the end. The story was fantastic.
-.75 because the exploration did get pretty confusing. Upon exiting doors I was often not given enough of a clue which way to go, leading to some backtracking that easily could have been avoided with just a color-coded arrow. This happened enough times to really bug me.
Overall: 17/20
Excellent level in such a short amount of time.
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