Supershroom: Cross the Old Temple
Gameplay
Now I'll be completely honest with you, I actually didn't get angry at any point during the level, except for one point. Yet even with that in mind, some parts of the level still felt decently frustrating, or I would at least be imagining for anyone else who is not a 'veteran' of LL. Let's take it step by step, since I have a decent amount of things to say for every transition (most of them anyway). I'll be referring from the beginning of the level all the way to the end via transitions in the level designer.
First Transition: Interesting opening sequence. I can say I liked it, and- Wait, that building roof could actually be stood on? I actually just noticed that as I was typing this out, the front tiles looked too much like back layer tiles. I don't think anyone would have bothered to look up there, to be completely honest. Granted, the only thing the player is missing out on is five squares and two enemies, but still. Even then, this point will be very important later in the judging.
Second Transition: Okay, interesting place for a respawn point. I guess if you were hit by spikes or that knight in the first transition I understand. But the second transition has a problem - the quadruple carousel spikes over the grey switch is basically impossible to pass without getting hit at least once coming back up (unless you're very good with your timing on the left ledge). Personally, I say there's too many spikes on it and the spikes reach too far out to be avoided. I also really don't like the idea of 'thwomps' in the level, they serve more as an annoying insta-kill and do nothing but irritate the player as opposed to provide an actual challenge. Also, is it just me or do those ground spikes blend in with the background/scenery too well? Could be just me, but either way, the major problems are the rotating spikes above the grey switch and the thwomps, which the latter will also be a very apparent issue later in the judging.
Third Transition, top half: The platforms above the lava in this room are kinda cheap, the player can't really react to them without getting hit by the lava first.
Third Transition, bottom half: Ah, the first room of the temple. It's surprisingly not too bad, though the 'gate' in this room is very hard to move through. I kinda wished that instead of having it bob up and down you just had it sit open. Often times I'd jump over the gate and try to roll/slide, and as it comes up I end up crouching instead and get crushed. While I'm sure I could've just short hopped and ran over it, having it bob up and down still feels unnecessary.
Fourth Transition, top half: Wait, this room existed?
Fourth Transition, bottom half: Oh, those electrical switches actually don't do anything. Those bothered me a lot for whatever reason since they just sat there with no purpose, but I'm sure it's not a big deal. This room was okayish, the dark mage did kill me a few times, but mostly because I was a bit hasty with that jump over the bottomless pit. The bottomless pit is a little annoying, granted.
Fifth Transition, top half: Oh, that's the room linking the bonus room. Though I just tested the jump up to the first platform, and it's actually impossible to make.
Fifth Transition, bottom half: That's an oddly shaped miniboss room. The miniboss itself was a little dragged out due to how much health it had (and the fact it floated up high, meaning you could only hit it with its own projectiles and maybe a few sword swings). Otherwise it wasn't the worst thing in the world.
Sixth Transition, top half: AAAHHH. I don't even want to talk about this room. Considering how much trial and error it actually took me just to get to the thunder mage at the end (and then get knocked off by the thunder mage's attack and have to restart that entire section and the section before it all over again)... yeah. I just don't even want to talk about it. The worst part is, the sign before this room made it seem like a timed challenge, when it was actually a "you have to be EXACTLY precise with your timings or else you dun goof" challenge. If you look at the second enemy you have to defeat until you can proceed and land on the platform as it catches up to you, you'll notice you have no safe ground after you defeat the enemy (with the exception of the required platform). That's a MAJOR problem. Sometimes the enemy would float behind a wall, making it impossible to land on the platform on time, or sometimes I'd kill it too early and I would miss the platform entirely (was especially frustrating the first time it happened to me since I could not have seen it coming). Probably the worst offense, aside from all of these ridiculously precise moments, is that there is no checkpoint right before the platform, meaning I have to play an entire section just as long (and obnoxious) as this one. Speaking of that one...
Sixth Transition, bottom half: Yikes, did I get salty here. Granted, I got salty for a very good reason - I died way too many times on both this part and the above transition, more than I really should have. This and the room above this one is brutal. Not challenging, not difficult, but straight up brutal. My first death was walking right into a bottomless pit because I thought the background was solid foreground. My second death was getting impaled by rotating spikes that would appear out of nowhere from the ground (until I finally realized they were rotating spikes partially hidden by the foreground tiles). My third death was getting sniped by that turret that happens to shoot at you even when you're reading the sign in the middle of the level. Yeah, that is not good turret placement. In case if you couldn't tell, my biggest qualm with this transition and the one above it is that it was not executed/playtested very well. There are way too many unforgiving moments to where I died over twenty times trying to reach the key. That is not an exaggeration. I actually counted. You can see why I would get at least salty over this part of the level.
Seventh Transition: Wow, you actually fooled me into thinking it was over by that point. You also nearly got me killed by having me almost walk into yet another bottomless pit when I saw the checkpoint ahead of me. Thank goodness I grabbed the ledge first, but seriously, don't scare me like that please. I expected more enemies in this transition, but overall it was pretty good. Suddenly, everything felt fair for a change.
Eighth Transition: Got thwomp'd, didn't enjoy it. Miniboss felt dragged out again. The carousel spikes were pretty annoying and were very hard to avoid. Thankfully I only died a few times here.
Ninth Transition, top half: The room was very interestingly layed out. Being completely honest with you here though, the thorn staff made the enemies too easy. The room was very well executed though - not because I didn't die, but because I could actually make reasonable jumps on the platforms (minus the two moving up and down through the ground spikes, those were a bit too strict on the timing), I could react to most of the spikes, the darkness provided a reasonable challenge to navigate the room, and the room in general wasn't too unforgiving with mistakes.
Ninth Transition, bottom half: The problem with this room was that some of the sand background tiles looked too much like foreground tiles... again. Fell right into a bottomless pit due to a graphical confusion. Needless to say I wasn't happy about it. The jump itself isn't hard, but the pit is pretty deceiving otherwise. The rest of the room was alright, the sand mushrooms were almost too well concealed though to the point where I actually died on them because they blended in so well with the background.
Tenth Transition, top half: meh
Tenth Transition, bottom half: thorn staff op pls nerf, basic halberd also made it rather easy to reflect the projectiles
Eleventh Transition: Oh, it's over. That was... actually a little abrupt to be completely honest. And a bit anticlimatic.
Overall: I'm not saying the entire level was bad. If anything you have some pretty strong combat and platforming elements in some parts, and they shined when appropriate (First and Ninth transition, top half especially). Creativity was also apparent, the very idea of looking for a key (which is not in LL's toolkit) was spot on. But when you make such a large level, it's crucial that you test every single nook and cranny, and make sure that some parts of the level don't feel too brutal (sixth transition is a prime example). Some of the recurring elements in general felt like filler space for 'difficulty' or longer play time (the thwomps and minibosses for example).
Be careful with your usage of carousel spikes in the level too. I would even say there were too many carousel spikes and you should've offered the player more health/cyan shields at an earlier time in the level. Some graphical details even hampered your gameplay due to concealing both safe ground and occasional enemies/spike locations. Overall: 13/25
SceneryThose buildings on the outside of the temple looked really nice. Your usage of color boxes was also rather impressive, even going to the smallest detail with checkering entire walls with slight brightness changes. Vegetation was very apparent, and evenly spaced between front and back layers. The inside temples were also rather well decorated, and felt like ruins. Blocks placed as background supported this especially.
There were some things that just felt off though. The contrasting transitions six and the bottom half of Transition nine were very... abrupt and odd changes. I wasn't sure what suddenly made the change to sandy/pyramid temple like decorations when earlier you were demonstrating an old semi-worn down green temple (come to think of it, the temple itself actually doesn't look very 'old' if you count out the green color). Not to mention that during these sandy areas, the background tiles wouldn't connect with other background tiles and would show bits of the back layer past the back tiles (I'm sure this wasn't intentional, but a graphical error nonetheless).
With regards to graphical decoration, some of the stone pillars felt too warped in the sense that they weren't worn, but just really weirdly bent. Some of the items were also placed on the incorrect layer, some doors were placed on the front layer for example.
Otherwise, the level was quite appealing to the eye. Overall: 15/20
Other
+ Pretty good triggerwork overall. Most of it functioned correctly and the level operated smoothly. (+1)
+ Above average playtime. (+0.25)
+ Music selection is okay. I'll be honest, "Charge!" at the beginning of the level isn't very fitting, but meh, the rest of the songs worked. (+0)
- Some of the triggers with camera effects could've lasted longer, the cameras would reset too fast and I wouldn't get to see what the cameras panned to. (-0.25)
- Two Dark Beasts spawned on top of eachother in Transition nine, not sure if that was intentional. (-0.25)
- Lava color doesn't fit. The lava itself doesn't really fit, to be completely honest. Yes, it's better than a bottomless pit, but I still think spikes would've been way more fitting (as weird as it is for me to say that). (-0.25)
- Ninth transition had default lava color instead of that greenish lava. (-0.15)
- Halberd felt more like an optional route instead of the required route, confusing me in terms of level direction. (-0.35)
- This just bugged me as a very minor detail, but the music doesn't change when you decide to exit the temple (after entering it for the first time). (-0)
Overall: 3/5Total: 31/50 (or a 12.4/20 if you want to think of it that way)
I don't think this level is necessarily bad, or that none of these ideas would theoretically work, I just think this level needs a lot more playtesting and balancing, especially if you plan for the player to go on a long time without a checkpoint.
Doram: Forest Temple
GameplayI might as well tell you now. This level made an incredible first impression on me, but felt a bit disappointing towards the end. Let's go through the level from start to finish.
At the beginning, I was incredibly impressed. You actually took the time to make an options menu of sorts, whether or not we wanted to turn off plot, or get hints to make the level easier. For the record, I tried completing this level without any hints at all, I only had the plot option on.
After walking a bit and entering the forest temple, I wasn't entirely sure what you meant at first with the opening text until I tried touching the walls of the rooms. I actually liked the mechanic, oddly enough. I also solved the puzzle in like... five minutes or something around that. Stop laughing at me. It was a really clever puzzle though, I'll give you that.
After doing the first puzzle, I thought the signs were just to get me off track until I noticed the levers. Still managed to remember what was on the signs. The second puzzle was pretty good.
The third puzzle was weird. I wasn't actually aware that I could use Delta until I held Shift down on complete accident. Would’ve helped to make the mechanics more clear. Either way, the puzzle was alright, the first thunder mage took a long time to defeat though.
The fourth puzzle (aka fight with the green dark beast) was really clever. I mean sure, you just used standard enemy mechanics but it was still an interesting fight. It took a little too long, granted, but was interesting.
The fifth puzzle(?) with the cave entrances was not too bad. It didn't take much time for me to finish at all.
The sixth puzzle was a very good concept, but I think a smaller room would've done the puzzle more justice. There were very few switches as well, getting to the end wasn't very difficult at all. (I took the green switch, went left and took the red switch at the top, went right and took the golden switch, jumped to the exit. Blue switch was completely unnecessary.) Not much brainpower was really needed for this puzzle, and I think you could've done more with it.
And then, the final boss. I spent like eleven tries trying to beat this guy. And the only reason I couldn't beat him was because he had so much freaking health. I don't think you realize it, but 200 HP for a given enemy is a LOT. It doesn't mean they have exactly 200 HP, if anything it means they have way more than 200 HP. All of my fights with that freaking guy dragged on for more than five minutes too.
After going into the level designer and reducing his HP to like 10 or something (just so I could see what happened afterwards), I beat him and was pretty disappointed. Just an end portal? No big plot point or cutscene where the hero actually finds something in the temple? Laaame. I could probably fit this on other, but the final boss just felt really underwhelming after beating it, hence making my point in gameplay. Also, I kinda expected a few more puzzle elements for the final boss (or even puzzles appearing during certain phases).
To conclude, the first few puzzles I really liked and I thought were very clever and well executed. But as the level went on, the puzzles became much more straightforward and the final boss was just poorly executed. Given more time to polish the level, I think this could've been very successful. As it stands right now, it feels unfinished for me. Overall: 16.25/25SceneryAlthough some of the scenery would hide the wolf enemies at the beginning, it was still rather pretty to look at. The forest temple entrance was especially well decorated, I loved how it sort of curved and made an open hole for the temple itself. Going into the temple, though, the only noteworthy points of decoration is the cave puzzle, the puzzle before the final boss, and the final boss room. The cave was pretty well decorated, the fog effects in the fifth puzzle were very well done, and the final boss room had some pretty awesome looking pillars. Everything else just felt... bland. I expected more on the inside considering we have a ruins theme running and an old temple to work with. The colors were also very monochrome and didn't have much variety.
Overall: 12/20Misc.+ No seriously, kudos on the option menu at the beginning. I probably would've never thought of that. (+1)
+ That explosion effect was sooo gooooooood ; u ; (+0.75)
+ There's actually a pretty fair amount of secrets in this level despite it being a little short (lengthwise) (+0.5)
- Most of the secrets are pretty obscure, to be fair. (-0.25)
- The options menu is a little bit glitchy, sometimes I would try to turn off gentle hints and the game would turn off plot instead. (-0.15)
- The final boss glitched somehow during one of my attempts, the mage teleported in during the second phase with the guards. (-0.25)
- Plot was kinda weak overall (hero didn't even find anything at the end, rip). (-0.25)
- Plot screen text would work better as dialogue boxes so players don't accidentally skip it. (-0.15)
- The spike ceiling in the second puzzle wouldn't activate if I were to die and redo the second puzzle. (-0)
Overall: 4.2/5
Total: 32.45/50 (12.98/20)It needs a lot of polishing towards the end. Otherwise, I really love the concept and the work you've put in so far. Keep it up!
Karyete: Carmine Temple
GameplayY'know, I want to make a joke that I ended up seeing red after I played this level, but being completely honest with you the level was genuinely difficult and fun to play. Now granted, there are some rooms and points of interest that I would like to go over because those particular areas did not feel very well executed.
First off - The red fire hazards themselves are pretty unnecessary. When you put a red object on top of a red wallpaper it's generally really hard to notice. In this level, the fire didn't just perfectly blend in with the level, it also took away two points of health per contact. That's basically saying that the player can't make even one mistake upon touching what would be a near invisible hazard. There's already enough going on in the level trying to deplete your health from bottomless pits to enemy knights and ghosts... yeah, I really don't like the red fire hazards.
The last room of the Carmine Temple itself (the one with the three golden grocks) was incredibly ambiguous and not very well executed. If you went up, you could actually teleport past the block by climbing up to the top ledge and sliding after squeezing under it. Due to the ridiculous darkness setting in the room, it was near impossible to proceed because I could not find the switch (the switch itself was also behind a pillar, which made it practically impossible to find).
Speaking of switches, the switches themselves also felt kinda camouflaged throughout the level (with the exception of the two in the room where you rotate the blue and yellow platforms). I think the problem is you colored everything too dark, and as a result it becomes hard to see them. Set their brightness higher so players can notice them easier.
But even then, the level was fun! Like I'm not going to lie, even if I died a lot on Purpura hall and HATED THAT INVISIBLE BLOCK ROOM'S GUTS ;-; I still quite enjoyed it. The level pace was solid and consistent, and the level itself would make a great speedrunning level (or if you feel like going on Easy mode you can do that too). The Squares also add another element of ever so slightly more precision that I enjoyed. Probably the best part about the level was that you recycled elements with a twist - If you were to reuse the golden grock targets you would put them in different locations, or add new weapons to complete the puzzle, or add new objects to make the player think more, or even then you'd just give us a completely different puzzle/mechanic. The level constantly felt fresh and clever to me, and that is something very hard to achieve in a speedrunning-like level where you want them to play it multiple times.
The item drops and secrets were also really well placed, you really made me look for them and they didn't feel obscure. If there was one thing I wished you added more it would be health drops, considering there's only like... two or three in the level. Definitely needs a couple more hearts here and there, otherwise the level feels a little too unforgiving on getting hit by obscure fire or running into a spike wall (no really, even some of the spike walls felt concealed which was kind of annoying).
The challenges themselves seem pretty reasonable.
As for Purpura hall... I died a lot, but nothing felt entirely cheap except for one thing, and that was the invisible blocks. Don't get me wrong, I love the concept and it was creative, but those blocks are not only too small but it feels like it's too easy to lose perception of where they are. Even if you made them one block wider I feel like it would've been a lot more fair and still decently difficult at the same time. The last block in that part especially got me too many times. But if you put that aside, everything in Purpura hall felt playtested - Challenging, yet not frustrating. And even though I died a lot I can safely say it was a fun experience.
You have something really good here in terms of gameplay. It needs a few fixes/changes, but otherwise I think you're definitely on the right track. Overall: 21.25/25SceneryThat desert clearly had the word "Effort" spelt all over it. Even with a collapsing bridge and everything. Dang. There's not much else to say other than - Really freaking good job.
On the other hand, while the Carmine Temple itself is pretty well decorated, the monochrome colors and everything being red was kind of an eye sore. Purpura Hall somewhat less so, the additional blue colors worked better in its favor. There's not much else to say of note, because everything in the desert literally looks fantastic while the temple leaves more contrast to be desired in practically all areas (even with the blue and yellow platform room).
Overall: 14/20.Other+ That Delta puzzle was really well thought out. Kudos. (+0.5)
+ Every single large square was well placed. The fact that there's a lot also means that the player is guaranteed to find a few and at the same time miss a few. I like it. (+0.25)
- The music is... eh. I'm not a big fan of Spider Dance for the temple specifically, something a little less grand than this Spider Dance version would've worked (something like Carmine's theme Bad Surface from UNIEL). Stronger Monsters I didn't listen to because that would literally be musical spoilers for my end (as I have not finished Undertale). Switching the music several times during the level also offsets the pace of the level, which is crucial for the level having that speedrun, constant pace feeling. I recommend just finding one track for all areas of the level except Purpura Hall (and then one more for Purpura Hall itself). (-0.5)
Overall: 3.25/5Total: 38.5/50 (15.4/20)
Don't let that 15.4 deceive you. I think this level has great strengths, but also some poor fallacies that, if fixed, could easily make this my favorite level of all time.
OJ (Gloam Gorge)
Well... okay, I'm very sorry. I tried, I tried, and I just could not come up with a proper score for this level. Mostly because you were really freaking ambitious and ended up having to stop halfway through your level (which sucks). But! I will say, from what I have played, I can tell already you have something really good going. I encourage you to keep working on your level, so much in fact that I will give you my thoughts even if I can't give you a proper score.
The beginning is great, the dialogue is witty and it captured my interest rather well. The NPC at the beginning should have some sort of trigger skip so he doesn't say the same thing twice (because clicking on him again on accident would have the player try to skip all of his dialogue, which would take a couple more seconds). Another thing to mention is that at the beginning, the ceilings for the buildings would work better off as back tiles, since they're cluttered and hard to navigate.
After the opening transition, the water and the vertical transition don't go very well hand in hand. I think you shold remove the vertical transition (unless if there's some really specific reason for it to be there that I'm not aware of). The platforming in general is alright, I think this level does suffer from spike spam. You can avoid this by focusing on optimal spike placement instead of the number of spikes per transition. Also do keep in mind that spikes take away two health. The abundance of health pickups in the transition before the castle/temple/ruins/whatever that was (before Track 3: Premonitions) made up for that, though.
The music I commend you for, from what I've listened to it seems like you're designing off what you hear in the music (or I could be completely wrong, don't listen to me lol). Even if you weren't, it certainly feels that way. All of the places feel alive from what I have seen so far, even if some areas are underdeveloped in decoration or unfinished in graphics.
The building before Gloam Thicket had a nice concept but it was really hard to figure out what to do. But this probably resulted from being unfinished.
Some of the platforming throughout the level as a whole should probably be tested again, as I had to move my start position a few times because some jumps/passages felt impossible. But again, this probably resulted from the level being unfinished.
tl;dr I'm sorry I couldn't give you a proper review, although the primary reason was for the level being rather unfinished to the point where I just couldn't give a full judging. Even then, what you do have in the level is rather good so far. I look forward to seeing it finished.
Overall Rankings:
1st: Karyete (38.5/50 or 15.4/20)
2nd: Doram (32.45/50 or 12.98/20)
3rd: Supershroom (31/50 or 12.4/20)
???: Oranj (???)