Killer Castle by Zacky Fun: 7 out of 10 In terms of enjoyment, it is about average as it stands. There is a nice variety of platforming challenges as well as enemies, and some of the obstacles do stand out due to not typically being encountered. The areas with excess breakable blocks ended up being associated with a fair bit of lag, though, and these areas (along with some others) are stale.
I can't say I'm fond of rotating platforms that are too numerous yet move unpleasantly quick as well; the character doesn't tend to stay on them too easily, and the excess nature seems like a bandaid solution to this.
The areas with the cannons are questionable as well; the path of coins seem to imply that one is supposed to hop across the lava using the coins to sustain one's health, yet the cannons makes it trivial to shoot over each section with ease. I can't say for certain what the actual intention of these sections is supposed to be. The problems are minor, but still end up adding up overall.
Graphics: 3.75 out of 5 For a castle design, it is actually pretty decent. It uses a nice variety of tiles and designs for the most part, and includes some features that make it stand out. I'm not entirely sure what the point of the inprisoned penguins is, but it adds an interesting touch either way.
My main objections lie with the fact that it is too flat and open overall. The former makes the appearance a bit stale, and the latter doesn't fit a castle environment very well. The fact that there is actually cutoff in the second background layer in one section due to having too much room between transitions detracts from the score a bit overall.
Other: 3.25 out of 5 - Follows the contest's rules properly. +1
- While the idea of having the yellow blocks replicate traditional ? blocks is a nice idea, it doesn't play out well in practice. It just looks really tacky and cheaply done to have the coin or whatever hovering below (not to mention the actual genuine effect of a coin popping up on collection cannot be replicated), and isn't worth the effort. -0.25
- Considering the level's length, it likely would have benefited from a checkpoint, since one accidental blunder results in being forced to repeat everything from scratch. -0.25
- While the giant moving block is done well despite the inability to edit the level code, it ends up forcing the the player into the wall, which invokes heavy lag and promotes rather unpredictable game behavior. The player is actually forced above the level's upper boundary at one point, which is bugged behavior that could have been avoided with some innovation in the level design. -0.25
Final Comments: It is certainly a reasonably entry, but doesn't truly feel like a castle as it stands. There are many areas where it could have been spiced up further.
Platform Hills by mushroomario Fun: 3.75 out of 10 I suppose it is meant to convey a relaxed feeling (what with the music choice), but in terms of actual enjoyment, it is largely dull. While shooting around on slings is nice and all, there was no serious degree of difficulty for 90% of the level, and it is easily bypassed without much trouble at all. The only part that is truly difficult is with the flipping platforms, which in turn is rather grating and irritating due to the slow rotating speed and identical angles. On a brighter note, though, it felt satisfying to end the level on the note that you chose.
Graphics: 2.25 out of 5 While the graphics are decent on the surface, they're ultimately uninspiring once you take a closer look. Everything is too flat, geographical and repetitive for the most part. Almost all of the floors, walls and ceilings are simply flat and perpendicular to one another (aside from the occasional incline here and there). The repetition of the same solid grass tile for the entire level isn't pleasant on the eyes either, as all three varieties are meant to be intermixed together to create the best effect. Even the trees, vines and other plant life seem too evenly spaced for it to be natural; they shouldn't be so precise in their placement.
Other: 4 out of 5 Follows the contest's rules properly. +1
Final Comments: Sorry if this seems low, but it seems to be a hastily thrown together entry to me (especially since it was submitted rather early compared to the others), and the score largely reflects this.
Molta Tunnels by Karyete Fun: 6.5 out of 10 The platforming and difficulty aspect is, while present, a bit lacking, but the general exploration process from the start makes up for this. At least it does for a while, but the lack of enemies and true obstacles rears its ugly head quickly enough beyond the middle point or so, and makes the experience too passive for a platformer. The ending is unpleasantly abrupt and unsatisfying as well, and thinking on it, it feels like most of the final sections were hastily put together when compared to the start.
Graphics: 3.5 out of 5 At the start of the level, the graphics are pretty good. The caverns walls and floors are jagged and uneven, and the varying doodads thrown in makes everything seem natural and genuine. The chaotic quality of the solid rock tiles is reasonable as well. There are some minor issues with cutoff, but they're mostly negligible.
About halfway through, though, the level degrades in visual quality when most of the walls and such become too float, symmetrical and predictable in design, and ends up ending on a weak note when the quality of placed doodads degrades accordingly.
Other: 0 out of 5 - Between the excess signs (only one of which is instructive), part of the level breaking into two primary paths and having two shines, it breaks a few contest rules as it stands. -1
- I doubt that the player is supposed to start an extra screen ahead, since the first screen doesn't lead anywhere at all. -0.5
- The sling star at the bottom of one of the chasms is set up very poorly; it does not actually propel the player up to a platform with a serious degree of accuracy, and actually landing on something (especially when there's a switch timer to worry about) is both infuriating and unnecessary. -0.5
- The final level transition (after the switch block section) has a diagonal corridor. Unfortunately, the player does not actually follow the terrain when going past a transition, but rather goes through horizontally regardless of any obstacles in the way. This effectively forces the player to go in the wrong direction, making a portion of the level inaccessible without manually fixing this. -0.5
- One chasm in particular (near the end of the bottom) just leads to a prison without any way to actually die or otherwise escape without exiting manually. This should never happens in a good platformer. -0.5
Final Comments: The primary issues with this entry lie with the lack of attention to the rules as well as the fact that it likely wasn't tested well, since most of the present issues would have been uprooted quickly with a proper play through.
Blocky! by JSlayerXero Fun: 7 out of 10 Some of the obstacles are indeed interesting (largely the sling star section, which is reminiscent of Donkey Kong Country, and there is something satisfying about smashing through hundreds of bricks effortlessly (even despite the massive lag attached to that specific section), and the platforming and difficulty is enough to keep the player attached, but at the same time, it could have been better. It only picks up after the first SMB 1-2-esque section in particular (the flatness of which is especially unappealing, especially since many of the features that made it fun in SMB cannot be replicated here).
Graphics: 1 out of 5 It might, in your words, be 'just meant to be a level, nothing special', but that doesn't meant that it can't look good while fitting this role. The fact that it lacks cutoff (basically solely due to the chosen tiles) is a plus, but the level consisting entirely of blue bricks and little more is just plain and uninspiring when such variety is available at this point in time. As such, a good score cannot be given when there is such minimal effort in this area.
Other: 4 out of 5 Follows the contest's rules properly. +1
Final Comments: I don't recall ever seeing a tribute level ever working very well, and this entry isn't an exception in that regard. A pure platformer can and should look good while fulfilling this role, after all.
Easy as ABC by Doram Fun: 6.5 out of 10 While the level concept is decent, it doesn't play out well when the majority of the level suffers from a significant lack of difficulty. It starts out OK in the first two sections with some decent jumping challenges, but the lack of any real threat level throughout the majority of the level is rather discouraging. The overly abundant blue coins as well as the semi-hidden hover fludd compound this issue further, as they both effectively prevent both the enemies and the jumping obstacles from being little more than a minor nuisance.
In terms of the individual areas,
Cavern Climb - The platforming aspect is fairly typical, but a floor to safely catch you should you slip prevents it from being much of a concern. The descend down can easily be skipped entirely by just falling close to the right hand side as well.
Press Maze - Easily the most interesting area present in the level. Despite the design flaws behind it (see below), it was the one section with some challenge behind it. One of the bonus coin plots is impossible to obtain without being dragged into the rock, though.
Pipe Maze - The level ended on a decent note, I suppose, with the navigation aspect kept in mind. For a maze, though, it was a bit too straight forward.
Graphics: 3 out of 5 In terms of aesthetics, the level largely varies between the introduction area (before Cavern Climb) and the three main obstacles.
Introduction - While the terrain is rather basic and flat for the most part, it works to an acceptable degree. It could have been spruced up with an uneven landscape and other features, though.
Challenges - In this regard, the graphics are rather disappointing. The most glaring issue is the background choice: a cloudy sky might be decent for the initial stage, but it contrasts with the cavern setup used for the three primary sections significantly. Additionally, it is too blocky and straight to look natural, and the continuous use of a single solid cavern tile doesn't look very nice either. It could have been done better, ultimately.
The pipe maze in particular looked great despite the simplicity, though.
Other: 4 out of 5 - Follows the contest's rules properly. +1
- The checkpoint system is nice to have, even if only one section possesses any degree of difficulty. +0.5
- The Press Maze may be interesting in difficulty, but has problems with its design as it stands. The game isn't capable of handling Mario being crushed into platforms to any decent degree, yet this is precisely what this obstacle does. In some circumstances, it forces the player to another section of the maze, while in others, it simply keeps the player pinned down while slowing the game to an absolute crawl. I'm sure there are better alternatives or ways around it. -0.5
Final Comments: It was decent, but the multiple flaws mixed together ended up dragging down its score in the end.
Follow the Butterflies by ~MP3 Amplifier~ Fun: 6.25 out of 10 The overall enjoyment was decent, but somewhat lacking, and it dragged down the score here a bit as a result. The platforming was relatively basic and straight forward, but the difficulty was quite lacking for the most part. The first section was most balanced (although the climb down is too easily skipped by just... falling, avoiding a chunk of the obstacles with ease), while the second was rather dull in comparison (just a climb up a few straight platforms without any enemies or obstacles at all). The third was a bit tedious due to the quick platforms, but at least wasn't completed quite so easily. The butterflies, fortunately, added a nice touch to the experience, keeping to an interesting theme that makes things more lighthearted.
Graphics: 4 out of 5 Aesthetically speaking, most of the level was pretty nice. The path of butterflies, while present, wasn't obstructive, and there was a pretty nice variety of objects and doodads to explore through despite the basic base terrain. The number of floating obstacles and such deterred from this somewhat, though, since it feels like too much of a sharp contrast to the level.
Other:4 out of 5 - Follows the contest's rules properly. +1
Final Comments: It is fortunate that you fixed the level a bit since I first tested it, or it would have been scored a fair bit lower. It is a decent, respectable entry, although a bit generic at the same time. At the very least, though, it doesn't possess any serious flaws.
Fire Zone by Nworlds Fun: 6.5 out of 10 For a platformer, it is indeed interesting and difficult to play through. However, that is basically where it ends in terms of enjoyment, even if it is technically the most important part. The platforms and coins could have been positioned in a less awkward manner overall, with some more variety in obstacles besides rotating platforms rising and falling into the lava (as well as the falling platforms near the end), and the ending ended up being abrupt and unsatisfying. The 'bonus' area is questionable as well, as trying to aim for small platforms zipping around at unpleasantly high speeds gets tiresome quickly.
Graphics: 2.5 out of 5 While the graphics aren't truly bad, per se, they don't really offer anything either. It is largely just a flat bed of lava with obstacles floating above it, along with the occasional stalagtite sprouting from the lava to serve as a platform (and scattering of plants). It looks OK, but is uninspiring overall. The bonus area is barely an improvement in this regard.
Other: 3 out of 5 - Follows the contest's rules properly. +1
- Seriously? "Place mario here if you get burnt"? It doesn't take much effort to make a proper checkpoint system instead of forcing the player to do the work. -0.5
Final Comments: I don't think there is anything else to add beyond what has been said. It was OK, but could have been much better.
Finis by MessengerOfDreams Fun: 7.25 out of 10 In terms of raw platforming, the entry is a bit limited. There is a balanced number of enemies and jumping obstacles present (although some enemies are poorly positioned, being restricted to practically staying still, particularly after the first transition). The challenge exists, even if it is somewhat minimal. I suppose this isn't the main focus, though.
The fun lies more with the exploration of a shattered wreck of a past world one once knew and loved, and the dramatic feel of it all is what makes it enjoyable. The overall experience is what is likable, along with the fact that it tells a story without needing to resort to excess signs like many other levels are forced to do.
Graphics: 4.25 out of 5 For what it is meant to achieve, it does this surprisingly well. The terrain choice, mix of sparse wildlife and properly positioned classic bricks make for a very nice play through, aesthetically speaking, despite the simplicity of it all. The ruined fort that usually marks the level's end, along with the broken flagpole, is especially tantalizing.
Other: 4 out of 5 - Follows the contest's rules properly. +1
- A doomsday-esque SMB 1-1 theme has some philosophical applications, making it a great theme to use. The music choice likely helps set the mood as well. +0.5
- The cluster of skelegoonies positioned practically right beyond the first level transition makes it very likely that the player will sustain automatic damage (possibly being knocked back a screen as well) without even seeing what is happening. Automatic damage is never a good trait when it can easily be avoided. -0.5
Final Comments: This entry truly does make for an interesting tribute without trying to shove the idea down one's throat like most attempts do, and I can see this placing well in this contest. Had it involved a greater emphasis on platforming, it would have been even better, but it is well done regardless.
The Other Side of Forgotten Land by Koopa Yoshi Fun: 7.25 out of 10 It offers a reasonably difficult platforming experience, and aside from a few flawed sections scattered, they are challenging enough without being frustrating, which is likely the most ideal level of difficulty to present the player. The obstacles themselves are generally fun to play through, and there are a few original tricks thrown in as well. Despite all this, though, the existing issues become evident quickly enough. For the most evident issues that sprang up for me:
- A number of moving platforms you have to jump between that aren't properly in sync, which serve to be little more than a nuisance when you're forced to wait until it is realistic to proceed forward.
- A number of paths one is required to take aren't intuitive at all, forcing the player to either guess (when the wrong route results in plummeting down a bottomless pit) or wait unnecessarily for something unexpected to make its presence known.
- Similar to the above point, there are too many areas where waiting is a necessity, and when it gets repetitive like this, it becomes wearisome.
Graphics: 3.25 out of 5 The graphics for this level are summed up surprisingly easily: where its good, its quite good. A number of the visual effects make for some nice eye candy.
However, where its bad, it is noticed easily. More effort went into the platforming aspect, similar to a couple other entries judged already, and while it isn't as one-sided as those are, it still has numerous floating brick formations that make the level seem too artificial for my liking.
Other: 3.75 out of 5 - Aside from the fact that the signs are too talkative to be purely instructive, it follows the contest's rules. +0.5
- While the presence of a checkpoint system is appreciated, it isn't as effective when the actual pipes require progressing through the level to a certain degree, which is largely an unnecessary inconvenience. +0.25
Final Comments: Although it has its flaws, it still remains as a reasonably respectable entry.
The Haunt by Oranj Fun: 6.75 out of 10 In terms of being fun, it is only mildly so. The difficulty is minor, and it is largely the presence of the rocket fludd that detracts from the challenge, since many jumping challenges and the like are too easily skipped thanks to this tool. Granted, the level design makes it necessary, but some tweaking could have been done to accommodate this better.
Additionally, the castle section has a fair bit of lag attached to it. While I know that it isn't easy for you to tell what lags and what doesn't, there is only so much that should be contained to a single screen as it is, and it remains the culprit in this situation. The fact that said castle section didn't offer much either compounded this further.
On a final note, the abrupt ending didn't help much either. Jumping into a spontaneous lava section that ended with being next to the shine near the very top of the screen just seems off to me.
For a theme that is meant to be spooky, there isn't really much that truly portrays this. It starts out OK from the beginning, but the spontaneous castle pretty much breaks the vibe entirely. Maybe I'm missing something, though.
Graphics: 2.75 out of 5 From the start, the graphics are decent, although not great. The cavern tile setup is acceptable, but the excess open feeling as well as the repetition of the exact same solid cavern tile (instead of alternating between both available) deters from it. The presence of more interesting scenery, such as levitating water and the large scale shroom helped deter from the negative, though.
The main problem lies once more with the castle, though. It simply remains as too much of a non-sequitur in such an environment, and while I'm guessing that the theme is meant to allow for this, it just doesn't work for me. The inside of the castle doesn't look very good either; it seems to mesh too many tilesets together, and it doesn't feel natural or genuine at all. Being mixed with a cavern background doesn't help either.
Other: 3.5 out of 5 - Out of all the signs in place, only one actually qualifies as being instructive. The rest are all unnecessary filler, as the player doesn't need continuous reminders of one's location in a linear level. +0
- The 'shortcut' room is an interesting addition in particular. It allows the player to take a chance without being mandatory, plus gives a subtle hint to prevent it from being completely based off luck. +0.5
Final Comments: Nothing else comes to mind other than what has been said, so I hope it is considered for future entries.
Progression by SuperMIC Fun: 7.75 out of 10 Difficult indeed! This level is the type that keeps you on your toes with a multitude of unique and difficult obstacles to overcome, which makes for quite the enjoyable challenge. Several of them grabbed my attention in particular, and they were remarkable, and the extra secrets and shortcuts thrown in add to the spice. It isn't perfect, though, and has quite a few flaws that drag things down. To list the notable ones quickly:
- Too many obstacles are featured in the same area when they should be split into separate sections by transitions, resulting in quite a bit of undesirable lag. One transition isn't enough.
- Several moving / rotating platforms that simply move way too fast. It is borderline impossible to even stand on them, let alone attempt jumping or strategy to any sufficient degree.
- Several instances of forced lava damage that could have been avoided with some better design.
Graphics: 2.5 out of 5 The graphics that were present were acceptable for the most part, but the simple fact of the matter is that there is too little in this department. The majority of the effort went into the platforming, so while there is some effort to make things appealing, it isn't enough to allow for a greater score than this.
Other: 3.25 out of 5 - Aside from some signs that are just borderline instructive, it follows the contest's rules. +0.75
- While the presence of a checkpoint system is appreciated, it isn't as effective when the actual pipes required aren't easily accessible. Being forced to repeat certain sections just to reach a checkpoint isn't ideal. +0.25
- A number of the pendulums, rotating platforms and similar obstacles don't interact with the terrain properly, and can cause unexpected effects should the player get dragged into the walls by one or more of these. I've been forced outside the level boundaries more than once by those pendulums, for example, and the game isn't meant to handle such freak occurrences, especially when there are quite a few of them. -0.75
Final Comments: Quite fun for the most part, and it would have ranked among the best had the above flaws been addressed beforehand.
Pyramid Of Time by paperluigi Fun: 4 out of 10 The main positive thing that can be said is that the level is indeed difficult for the most part, which is something I like. The beginning is rather drab, though, as navigating through perfectly flat / diagonal terrain with a few isolated enemies here and there isn't amusing.
Despite the difficulty, though, the style of doing this isn't very amusing, and gets tiresome quickly. The two 'climbing' areas feature the exact same obstacles between them, even if organized somewhat differently, and possessed no real element of danger. If you fall, you can just land on the ground, which takes away from the experience significantly. At the same time, though, messing up in one area and being forced to climb again, especially in the final, extremely large portion, becomes grating very quickly. It should have been split into smaller sections for maximum enjoyment.
The lava section offers the wrong way to offer difficulty, though, as it was almost on the other end of the spectrum. Between trying to fit in a tiny crevice without any real margin for error (see other touches below) and having too many platforms / pendulums moving too quickly is a bit much.
Graphics: 1.5 out of 5 Between the completely featureless (yet somehow perfectly shaped) desert, floating lava with abhorrent cutoff / pendulums somehow moving between different sections of said lava and a lazily put together pyramid that recycles 3 basic obstacles (pendulums, flipping platforms and the triangles) for about 90% of the level, it simply looks crude and uninspired, as if little effort was put into the process. No Mario level would look like this, quite frankly, and the poor score reflects this.
Other: 2.5 out of 5 - A sign that attempts to describe what is happening does not qualify as instructive. Other than that, it follows the contest's rules. +0.5
- While a hint to dive is nice and all, I'm not sure how it is feasible to dive through a hole with very little room for error thanks to the floor of lava that will basically kill you within seconds should you mess up. Being forced to repeat the entire level just to try to make it past such nonsense is a poor designing move. -0.5
- The attempted description of what's happening doesn't actually replacing making it appear that way. I caught no hint of a collapsing pyramid except for a few background pieces that happened to be missing, which isn't enough to portray this.
If you wanted to fix the significant loading time for said final section, make it smaller instead, or split it into pieces separated by level transitions. -0.5
Final Comments: Sorry, but that just didn't do it for me. It simply needs more work before it can be a viable level.
Grass Zone (Grassy Zone) by Yoshi999 Fun: 5.5 out of 10 While the level is OK, it is ultimately rather plain overall. The platforming experience overall is decent, but unoriginal, and even the level's title doesn't reveal anything more than being a generic entry. The pipes being present as well as the rotating platforms stick out a bit more, but that's basically it. Being unremarkable doesn't make for a particularly fun experience, to be frank.
Graphics: 3 out of 5 The same problem as above exists in this area as well: the fact that everything is just too basic and plain to be interesting. The jungle terrain layout is plain and largely blocky, and it has too few inclines and other abnormalities to make it seem alive. The presence of minor cutoff with some of the doodads doesn't help either, as such flaws are too easily noticed when there isn't much that catches your attention in a positive manner. The shrubs, trees and vines mark an improvement, at least, but it isn't breathtaking either.
Other: 4 out of 5 - Follows the contest's rules properly. +1
Final Comments: It is decent, but in order to do well in such a contest, it needs to stand out in some way.
The Road in the Sky by Nero the DemonSlayer Fun: 3 out of 10 Starts off with a brief SMB 1-1 setup, followed by some very basic cloud platforming and a somewhat long-distance jump towards an abrupt finish. It is very plain and predictable, unfortunately, and offered little despite the minor difficulty behind the cloud-based platforming. The short length and lack of time spent on the entry is most likely the culprit.
Graphics: 2 out of 5 Nothing remarkable in this area, since almost everything in the level consists of clouds, vines and bricks (aside from an odd flagpole at the end). It is presentable, but the lack of anything substantial is quite evident.
Other: 4 out of 5 - Follows the contest's rules properly. +1
Final Comments: 5 minutes indeed.
Goomba Valley by King Fun: 7 out of 10 In terms of platforming value, it is probably around the average mark. There is a decent number of enemies (which appropriately fit the theme the name attached), moving platforms and other, similar paths to negotiate through. While there is nothing present that serves to irritate or aggravate, the entry also lacks anything truly arduous to engage the player, which is a bit of a letdown. The vast majority of the level also takes place in a single screen, and having so much clustered together easily results in a fair bit of attached lag; this could have been done away with if the level was split with an extra level transition.
Graphics: 4.5 out of 5 The graphics were unexpectedly interesting, oddly enough; it reminds me of 24murph's style in particular. While the level sticks to the same consistent theme of jungle terrain, along with some somewhat overly clustered clouds thrown in, it does so in a detailed enough manner that it is enjoyable to look through and explore. The variety of decorations and doodads used works nicely to set the mood as well, and quite frankly, it works.
Other: 4 out of 5 - Follows the contest's rules properly. +1
Final Comments: I was pleasantly surprised by such an entry, to be honest; I didn't expect it to turn out to be this well. Well done.
Danger Prymaid Pt.1 by gmdragon11 Fun: 6.25 out of 10 Eh... while it is decent, a name and theme like this implies something more than what it provides. I was hoping for some actual traps and the like, not a simple path navigation with most of the usual features thrown in. It was also terribly easy for something meant to imply peril, as there weren't any serious obstacles that could do the player in that I could see (aside from a single pit of lava, which might get off a hit at worst). All of the endless pits are well out of the way as well, despite that there are many easy opportunities to add challenge in that way. Overall, it was a letdown.
Graphics: 3 out of 5 While it is appreciated that the level makes use of a significant varieties of tiles to make things appear interesting, it isn't done flawlessly, as some of the sections appear forced together just for this sake, and it doesn't always look good in the process. Castle carpeted stairs doesn't mix well with an overall pyramid setting, for example. The fact that the outside is exposed the entire time doesn't feel right as well; you don't tend to see the light of day from within a dungeon such as this, after all.
Other: 3.25 out of 5 - Follows the contest's rules properly. +1
- Why call it a 'prymaid'? It isn't that hard to use a spellchecker to verify the accuracy of the name, and I see no reason for the misspelling otherwise. -0.25
- I question the necessity for pipes that transport the player maybe 2-3 tiles forward when it is much more natural to just... not have the wall randomly placed. The first instance forces the player to arrive with a couple goombas practically on top of them, which doesn't help either. -0.5
Final Comments: While it is decent, I still believe that the theme should have been expanded upon significantly. It might be ideal to check out some of the high scoring entries for the ruined treasures LDC; I think it is the
7th.
around the world by Jellonator Fun: 4 out of 10 It is clear that effort was made to make the level fun, and the idea of moving between different areas to get to your final goal is a nice one. However, there are two colossal problems that are the primary reasons why the score is so low here.
First, the attached lag for about 70% of the level is nearly unbearable. The snowy section has it worst, and the grass / castle sections aren't much better at all. The beach's short length and the lava's stark emptiness are most likely the reasons why they were entirely lag free in comparison.
Second, the sheer number of enemies stuffed into each area (aside from the last), is extremely excessive, and is the primary contributing factor to the above point. Almost every section that has enemies has them piled on top of each other, numbering in the dozens when a few would serve the same purpose. Being forced to squish 2-4 goombas on the same platform so many times is unnecessary, as is having entire armies unnecessarily placed in many other areas. Quality is significantly better than quantity in this regard.
Aside from the above two issues, the level played out in an average to poor level of quality. The platforming was reasonable at first, but the fludds quickly obtained made this rather trivial for the castle and lava sections respectively (had the lava section been accessible; more on that below).
Graphics: 3 out of 5 Grass - The constant repetition of the same solid grass tiles becomes evident quickly (there are 3 varieties that should be cycled), but aside from that, it is decent.
Beach - The desert tileset doesn't offer much to work with, although it is still unpleasantly box-like despite this. It is still possible to slope the ground, after all.
Snow - The same issue with the solid snow tiles exist here; too little variety makes it appear bland and lazily done. Caged sections don't mix well with snow either, and the cutoff generated by this becomes evident quickly.
Castle - Decent as well, but seeing nothing but blue and stone tiles mixed together is somewhat dull.
Lava - The square bricks' overuse becomes evident quickly, but aside from that, this final section is acceptable.
As a final note, the background choice is a poor one, as green hillsides and trees simply are not compatible with many of the zones involved. It works for the start (and maybe the beach, barely), but not the snow or lava areas. A generic background allows for more flexibility, such as the 'secret course' variety.
Other: 2.5 out of 5 - 'lol sign says lol' is not an instructive sign whatsoever. Aside from that, it follows the rules. +0.5
- I'm guessing a pipe or door was forgotten at some point, because the level is impossible to complete as it stands. The final area that contains the shine cannot be accessed by any means. -1
Final Comments: The lag and massive armies of enemies are both the main problems, by far. Without those two, the level might have had an average ranking at the very least.
Classic Mario, Revamped by Myst Fun: 7.5 out of 10 Disregarding the most obvious flaw with the excess signs (see 'other touches'), the level plays out reasonably well. It certainly has a platformer feel to it, and has a sufficient amount of variety in the provided features; certainly more so than a number of the other entries that have been judged. Nothing is truly mind blowing (aside from the unexpected bonus room; see 'other touches' again), but it still provides a sufficient, enjoyable experience.
Graphics: 3.5 out of 5 The terrain overall looks sufficiently lively and natural for the most part, and combining the combination of jungle and brick in this context seems to fit well without too many issues. While it isn't flawless, it is certainly a great start for someone with minimal experience.
The main issue I noticed lies with the brief pool of water. While the attempt to create trickling water is a valiant one, it doesn't work when the cutoff behind it is so obvious. Additionally, the plant life under the water is unnecessarily deceptive, since it implies that there is some ground underneath when there isn't.
I can't say I agree with 1-ups stacked en mass either; one alone would convey the same message as spelling it out with dozens of them.
Other: 2.5 out of 5 - The entry does not follow the contest's rules. The player does not need their hand held by signs around almost practically every corner, and very few of them provide essential instructions, which are the only kind allowed. The fact that each sign contains the maker directly talking to the player breaks the 'classic sidescroller' reverie all the more. -1
- The brief bonus section was a nice added touch. Certainly Mario-esque, at any rate. +0.5
Final Comments: It would have been appreciated if you noted the rule regarding signs. Had they been done away with, the level would have likely ranked rather high.
Mushroom's Edge by NanTheDark Fun: 6.75 out of 10 Mirror's Edge, huh. Unfortunately, I know little about it, so I cannot really rate this based on its accuracy as a reference / tribute.
In terms of platforming value, it is somewhat drab, since there the challenge and skill required is minimal at best. The attempt is certainly made, but... it just doesn't play out that well, since it seems more about leaping between buildings and the like. The visuals and feel make up for this somewhat, but only to an extent. Maybe someone who understands the theme more can get more out of it than I can.
Graphics: 4.25 out of 5 For focusing primarily on castle terrain, the graphics are quite impressive. It is rather simple as its base (with a couple minor issues here and there with the ledges), but expands on this very nicely with the decorations and other features attached to make things more lively and unique. It certainly has a more futuristic feel to it, yet doesn't seem far fetched or out of place. It makes for a different kind of experience to look at, that much is for certain.
Other: 4 out of 5 - Some of the things done with blocks are borderline tricks, but other than that minor issue, it follows the contest's rules. +0.5
- The theme is certainly unique for this kind of contest. +0.5
Final Comments: Interesting entry indeed. Despite not being the best for platforming, it will most likely rank up among the better entries for the other features.
My 14th LDC Entry by MICrophone Fun: 8.25 out of 10 Fun is what is important in a platformer, and this entry delivers nicely. It possesses a nice variety of environments and challenges to overcome without being too tedious for the most part. It isn't perfect, and could have likely been improved here and there, but it is certainly better than average.
The one problem, though, lies with the rotating platforms near the first checkpoint - their fast rotating speed sometimes causes behavior problems with staying on the platform and jumping, and it can often be a death sentance (especially when one is in the less-mobile metallic form). This turned out to be more of a frustration, which is a negative.
Graphics: 4.75 out of 5 Quite frankly, it all looks quite excellent, and unlike many other levels, it actually FEELS like a proper cavern setting. Between the cavern walls and floors being naturally jagged and a nice collection of doodads without being excessive just makes it quite genuine. The watery sections, as well as the open areas with the rotating platforms look very nice as well.
The only minor problems encountered are the fact that it feels a bit too open in some areas, has a a tiny bit of cutoff and has that cloud at the beginning that doesn't fit in. I'm also not sure what a helpless bully is doing underwater.
Other: 3 out of 5 - Aside from a couple non-instructive signs along the lava portion at the bottom as well as not being completely linear in design, it follows the rules. +0.5
- I'm sure the level deserves an actual name to describe what it is, rather than something extremely generic. -0.25
- In the final section where you have to fly across the chasm, a koopa has a chance of walking left into the player almost immediately after crossing the transition. Knocking the player back here specifically sends them plummeting into lava, which is a significant negative. -0.25
Final Comments: I'm not sure if this was quite as noticed or not, but it is certainly up there as one of the better submissions of the contest despite the minor hiccups here and there. Well done.
World 9 - Ghost House by Buffooner Fun: 7 out of 10 The platforming itself is reasonably solid and challenging, but the main problem lies with the fact that it is just too empty. The ghosts, while present, don't really serve as enough of an obstacle in their few numbers, so the focus lies almost exclusively on the platforming, as well as a few minor other side sections. It is a bit fun, but would have been much better if spruced up. The fact that the coins often weren't positioned well (too low to collect with a natural jump) didn't help either.
Graphics: 3.5 out of 5 It really is reminiscent of one of the SMW ghost houses, and it portrays that quite well.
The funny thing is that the haunted house itself would look absolutely horrible if not for the jet-black background, which actually gives it an appropriately ominous feel to it despite the lack of actual bricks and the like. As such, while a bit crude and plain in this regard, it works surprisingly well.
The outside sections, as well as the underground, are spot-on. I'm quite pleased that you set up the cavern properly in particular, with both types of solid tiles regularly used instead of just slapping one type like many others lazily do.
Other: 4 out of 5 - Follows the contest's rules properly. +1
Final Comments: For something made in only 3 hours, it is surprisingly decent.
In the Pipe by Star king Fun: 6.75 out of 10 I suppose the majority of the enjoyment lay with the actual act of exploring the pipes and such. On the plus side, it was amusing to explore the level through a different viewpoint, and the level was well designed in this regard. On the negative, though, it didn't feel like a true platformer, since it was basically just an easy path forward littered with coins the entire way. The noticeable lack of enemies and obstacles also meant that there was no real challenge in finishing the level either, so it was ultimately unsatisfying.
Graphics: 4.25 out of 5 The visuals overall were above average, as the scenes both inside the pipes and out gave a nice vibe. The outside trees and such may have been a bit over cluttered, though, and could have been toned down to make room for more genuine platforming.
Also, the lack of variety in both the grass and brick tiles is a bit discouraging, since it is basically just a giant wall of the same thing. There are 3 varieties of grass tiles for a reason, after all.
Other: 3.5 out of 5 - Follows the contest's rules properly. +1
- While the idea of navigating within the pipes themselves isn't entirely original (Super Mario 2 did this several times), I haven't seen it done within this engine, which is a refreshing change. +0.5
- However, the fact that you need to press down to go up a pipe just appears very strange visually, since you're basically telling the player to believe this to be true, rather than an actual in-game demonstration. Going down into a pipe that ended up turning upwards would have been far more believable. -0.25
- The fact that there is absolutely no in-game indication whatsoever of how the pipe mechanics works is a major let down as well. Explaining this outside the level doesn't excuse this, as any good platformer would provide any instructions in-game to prevent the average player from becoming completely lost. -0.75
Final Comments: While it is a nice concept, it is too gimmicky and doesn't truly feel like an actual platformer as it currently stands.