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21st LDC Overall Results!

PostPosted: November 12th, 2012, 8:58 pm
by MessengerOfDreams
*microphone feedbacks*

Ack, sorry about that, my friends. Anyway, here’s the overall results for the 21st LDC: Story and Cave!

*brief round of applause*

Glad y’all decided to show up today. This was a very interesting LDC to run. The sort of duel between myself and Buffooner for themes was a fun debate, and I’m glad that although the turnout was small, the competition was intense enough to make the duel within a duel very fun indeed.

*a polite round of applause ensues, while from the audience, Buffooner gives me a knowing look and small grin*

I'm also exceedingly glad that we have managed not to murder each other even once during this LDC! Yay for us!

*laughter and applause*

Also, a brief round of thanks for our six judges, three for every LDC!

Buffooner, Nwolf and MP3 Amplifier ft blackyoshi in Cave!
MessengerOfDreams, MP3 Amplifier and Volcove in Story!

*another short round of applause for them*

Thank you. Again, I wish all the best to nin10mode, who had to withdraw due to the state of emergency Hurricane Sandy has left the East Coast in. Here's hoping to a swift recovery to everyone affected, immortal or no.

We’ve gotten three entrants from each LDC in the top 6, as it turns out, and all of them will receive medals! 14 complete entrants combined made it between us (not counting joke entrant Kevin) so it’ll be intense to see how it all works out!

Anyway, drumroll please!

*looks around to see no drumroll; rhythmically beats podium to stimulate impromptu drumroll*

In 6th place, from the Story LDC, with 14.5 points, we have
Image
Tune4toons!
with Indecisive!

Come on up, Tune!

*Tune eagerly bounds up to stage and grabs ribbon, smiling proudly and holding it close*

Congrats on your first level ever getting not one, but two medals! Impressive job!

In 5th Place, From The Story LDC, With 14.66 Points, we have
Image
Buffooner!
with Questions

*confidently and calmly, Buffooner walks up onto stage and takes his red ribbon*

Great job, Buffooner, especially working in the EEEEEEEVILLLLLL story LDC!

*Buffooner smirks and elbows me*

Haha, anyway, on to the next four.

In 4th Place, From The Cave LDC this time, With 15.85 Points, we have
Image
Zebtrestalala
with Quicksand Cave!

Nice job, Zeb, and not too far off from King Goombiard’s original score! I mean of course, that score was ♥♥♥♥ back then, but whatevs! Here’s another fourth place ribbon! History repeats itself, I suppose!

*grinning just so, Zeb walks up and collects his ribbon and takes a stand among the others*


Excellent! Now for the top three medalists! Silence, please!

*someone shouts "♥♥♥♥ SILENCE, BRING THE METAL!"*

Christ, Kevin, can you go one LDC without completely... gragh... Whatever.








In third place, we have
Image
Volcove!
for The Great Abyss!
with 15.93 points!

*Volcove gives a small smile as he walks up to collect his bronze trophy*

Good job, Cove. Interestingly, this is your first bronze medal in three years, as well as your sixteenth medal overall. (fifteenth medaling entrant counting the double medal received here.) May your legend continue!


Now it’s up to the two winners. I ask you, do you know whether myself, winner of the cave LDC, or Amp, winner of the Storytelling LDC?










…okay, was there ever really any doubt?

Image
MessengerOfDreams
for Sliverfall Cove/Marina Ruins!
with 16.27 points!
Enough to place him 17th in the Hall of Fame Winner’s List!

Haha, I’d have been personally offended if I won this over Amp. I’m surprised I even won the cave LDC over Volcove and Zeb with my entrant so full of bugs it needed an exterminator. Second place will do just fine with me.

Oddly enough, while my LDC entrant beat Volcove’s Into The Depths sequel, my level which was creamed by the original Depths, The Escapists, scored higher than Sliverfall by .2 points. :o

*sets silver medal trophy at feet*


Which obviously means that Amp won. Big shocker, right? But what’s her final score?








Image
MP3 Amplifier
for The Blind Experiment
with 16.83 points
Enough to place her 15th in the Hall of Fame Winner’s List!

*Amp runs up to the podium, eager yet calmer than she was when she first won, because she’s a glomo now, and she’s matured a bit, but not too much. She accepts the gold trophy with a winner’s smile*

Congrats on not only winning both LDCs, but for your second winning entrant overall. While not as high as Antichesm or Mirror Island, it was still a highly innovative, incredibly clever work that will more than likely do well in WITBLO12.

(Mine will be entered into WITBLO12, but lord knows it won’t do well, hahaha.)

Anyway, as for settling the score, here are some stats on how well the LDCs did compared to each other!

"LDC Comparison Stats": show
    LDC with highest scoring entrant: Storytelling, with MP3’s entrant gaining 16.83 points.

    LDC with highest scoring top 3: Cave, with an average top 3 total of 16.02 points compared to Storytelling’s 15.33

    LDC with most entrants: Cave, with eight to Storytelling’s six. (We’re not counting Kevin)

    LDC host who won the themed duel: MessengerOfDreams, whose Cave entrant beat Buff’s Story entrant by 1.61 points.

    LDC with most new blood: Tie! Cave with Captain America and Triple J entering, and Story with Kaboom and Tune4toons entering. Percentage-wise, the odds are in Story’s favor with 33% of their entrants being new contestants.

    LDC with highest placing new blood: Story, with Tune4toons getting 14.5 and an overall 6th place finish with Indecisive.

    LDC with the most sequels/prequels/affiliations with past work: Cave, with Zebtrestalala creating a prequel to King Goombiard, Volcove creating a sequel to Into The Depths, and lordpat creating a branch from Cave of Memories. Sequels were also plotted for Dimension Infinity (Star king) and Ghostly Cave (Nwolf) but decided against.

    LDC with most placing original works: Storytelling, with the top 3 being all original work (no attachments to prior work) as opposed to one placing original work in Cave (the winner, MoD).

    LDC with most returning winners: Tie! Cave had Volcove and MoD, and storytelling had Buffooner and MP3 Amplifier. Interestingly enough, past winners made up the top two in each LDC.

    LDC with most returning medalists/ribbonists: Cave! Its four past placing contestants included the two aforementioned winners, Zebtrestalala (who had one bronze and one 4th place ribbon) and Karyete (who had a fifth place ribbon from the 17th LDC) whereas the storytelling had three- the two prior winners and blackyoshi, who placed fifth last LDC.

    LDC which continues a longer consecutive streak: Storytelling, which gave Amp her fifth and sixth consecutive medals in a row (17th to 21st LDC). None of the top four who entered the Cave LDC placed in the prior LDC.

    LDC with higher overall score: Cave, with an average score of 14.05 compared to Story’s 12.88. (TMGK’s entrant kept it from being an exact tie between the two.)


So each LDC won in its own ways, so I’d say it’s about even. Regardless, I had a lot of fun with hosting this LDC with and against Buffooner. Thanks for entering, thanks for the barely-deserved Cave win, and I wish you best of luck in your ongoing level endeavors and in the 22nd LDC!
~MoD

Overall chart!
1st- MP3 Amplifier-16.83
2nd-MessengerOfDreams- 16.26
3rd-Volcove- 15.93
4th-Zebtrestalala-15.85
5th-Buffooner-14.66
6th-Tune4Toons-14.5
7th-Lordpat- 14.33
8th-Karyete-13.83
9th-Blackyoshi-13.16
10th-Triple J-12.83
11th-CrazyMario-11.7
12th-Capt. America-11.43
13th-Kaboom-11.16
14th-Themagikoopaguy-7
(Kevin OC being a joke entrant got joke judgings that won’t be included in the final tally.)

(Mods, if you can add your cave judgings when you can, add them to this post and just say you did afterward.)

Storytelling Judgings!

"Judgings-MoD-Storytelling": show
MessengerOfDreams wrote:Kaboom

Fun-6/10

The story was by far the most powerful asset of the level, but ultimately the gameplay failed it in a few aspects, while being just passing in others.

While there were a few pretty good platforming twists in level 1 and level 2, overall most of it was just passable, at about an average line of enjoyability. The journeys themselves were what kept me going, but the actual gameplay often seemed like a chore. One of the big problems were jarring difficulty spikes and valleys, especially in level 1. The FLUDD often seemed to make things too easy, yet you utterly needed it in some places. Those insta-kill thwomps were a ♥♥♥♥ move for a first level. Platformingwise my favorite aspect were the windmills in level 2. Level 3... see other. Level 4, however, while I enjoyed the concept of retreading the old worlds, it wasn't pulled off hugely well. The boss itself was too chaotic and almost insanely hard- not creative type of hard, but just turning the power on to 11 without even seeing how it'd work.

Oftentimes the most fun I had was visiting and revisiting the village in the beginning, and going to the other areas around it. Traveling itself was fun, through time and through distance.

So yeah, good story and good journey, but the platforming was hugely underwhelming.

Graphics-3.5/5

Oftentimes I felt that even for a simple level, it was a bit too simplistic in design. The tiling was decent but it was vastly undecorated. You don't have to throw fifty plants into the space of a tile, but at least give it a little bit of definition. The cabins were mediocre and the overall design was just a bit too little. However, I applaud your usage of the same set pieces a repeated amount of times and watching the transformations throughout each level.


Other- 2/5

-2 This is by far the worst example of lack of proper playtesting I've ever seen. Level three in particular, I quite literally had to play sections entirely on their own simply because you didn't give us anything even semblant of a clear path. It was a tragedy of errors and miserable to play through because I didn't know what I was doing. It pissed me off, because I didn't know what was going on and I wanted to for the sake of story, but... gragh.

-1 for getting to the 'end' of level 4 by going the normal path with no indication to why there was a forced kill with still more level left. I was majorly pissed off, you have no idea.

-1 for giving us no direction once we got to the boss- we just had to guess to go up when we couldn't even SEE up.

-.5 Lag in the Doctor's Clinic Battle, which made the whole fight a pain in the ♥♥♥.

-.5 Why does every wooden platform make you slow down? Is there any purpose for that other than to annoy me?

+1.5 However, I did like the story; how it spanned over an entire lifetime's romance, through childhood through to maturity and even death. While the dialogue was sometimes cheesy the story itself had a simplistic charm and a gripping mood that I appreciated, even if it was undercut by the level itself oftimes. You conveyed a lot of it without dialogue too, which even I myself have struggles with, so I applaud you for that.

+1 The alternate music, esp. from Mother 3, was a powerful asset to the levels.

+1 The credits scene was rather brilliant.

+.5 I loved the fall into hell in level 4. That was clever.

Overall-11.5/20

This level had aspects that were both great and horrible, so it's only fitting that it gets a spot in the middle of those two. I'm so, so pained that this didn't turn out better.


MP3 Amplifier

Fun-9/10

This level has some very top-notch gameplay, and certainly the best I've seen from you. Originality, challenge factor, and plenty of fun all-around. I've seen many, many segments that I've never seen before, and for that I deftly applaud you. Story or no story, this would have stood out all on its own. It did get a bit too frustrating at some points, and a couple of things felt flimsy (the narrow platform overhang with the bullets, the flight cap in part 2 stand out as sore spots). It also seems like you're shoehorning a bit too much into there with a challenge at every turn with little to no breathing room. I know that sounds absurd, but come on, did we really need a cap challenge in the hospital room?

Overall, though, it's clear to see just how far you've come from the 13th LDC.

Graphics-5/5

All around some of the best I've seen. At once trippy, magnificent, intricate and deftly original, the graphics and the landscape you've created is simply marvelous.

Other-2.75/5
+1 No lag and no bugs.
-.5 Personally, though, the loading time in part 1 could have been easily avoided if you had split the level at the hospital. It's a good stopping point for the story and would have been a perfectly clean split just over halfway through the level.
-.5 I'm not fond of the lava/instakill rocks. They serve their purpose and in theory are kind of neat, but they're very early on into the series to provide something so hard to overcome. They were also gigantic, making it nearly impossible to avoid. Those would have been a lot better either scaled down, utilized in level 2, or both.
-.75 Another thing I noticed too much is a big lack of direction. Oftentimes you lead us to go past places we need to in hopes of exploring and finding secrets, often for no purpose or to our doom. Examples of this include all the empty space after the first shine and the segment before taking the platform from the boiler room into a house with the FLUDD, and definitely that dark pit after the hospital with no signs as where to go. In addition, this is prevalent in gameplay, such as with the three green platforms in the beginning, which take you to death with no way to get to the next platform save for the bottom one, and the wing cap segment where you jump the ♥♥♥♥ into nowhere and hope you don't hit a wall while flying at machspeed. Make our paths clearer.
+.5 I loved the visual effects- i.e. the explosion, the not-green green platforms (you coded a hundred tiny thwomps into that one platform?...why?! It looks great but, why?!) and the like.
+.25 A little bit of extra love for the sake of the red-block-invisible maze and the reflection of the hospital. Both excellent little tidbits that deserve merit.

The story itself was a mixed bag for me. I'll divide it into bits.

+1 I loved the mystery itself; classic Sherlock.
-.25 The dialogue wasn't nearly as sharp as a classic Sherlock BBC Episode, and since you were tackling such high standards, you should have either made it fit or took a different approach, because it didn't fit that sort of episode at all, more like pretty good fanfiction.
-.5 I simply don't get why you would have the level itself be so vastly different than the text story. You don't explain it, and it just alienates me. It also doesn't play into the mystery well when all the clues are in text, and only one is in the level.
-.5 I also wish you were able to incorporate the text into the level instead of forcing me to switch between two tabs the entire level. It attributes to the disconnect between the two.

Overall-16.75/20

I actually enjoyed the gameplay on the level of Antichesm, even if a bit overly stuffed. It's just a handful of annoying bugs and the needlessly bizarre incorporation of the story that bugs me.


Blackyoshi

Fun-8/10

It's typical BY work- classic platforming with many small, clever and catchy twists. It's not overwhelmingly grand or as good as some past works, but I enjoyed playing it nonetheless.

Graphics-5/5

Overall some very stunning graphical work. Autumn is executed flawlessly. I love it.

Other-1.5/5
-2 for incompletion, and how it makes the story itself seem flimsy.
+.25 Although the story is indeed flimsy and cut off, it is actually told well through the surroundings; you created an autumn so intense it never ceases, and it's believable.

Overall-14.25/20

It's a shame this didn't complete, but it's a pretty good work nonetheless; a good starter point with stunning graphics.

The magikoopa guy

Fun-3/10

This has nothing worth noting platformingwise. It's all just incredibly basic, with no defining traits to it. It lacks the Kirby feel immensely and feels like average SM63.

Graphics-2.5/5

I sort of liked how the bridge looked; reminded me of King. The inside of the tree was well done, too. However, the rest of the series' graphics were pretty poorly done- either little decoration or too much clumped together, and instances of cutoff.

Other-1/5
-1 The story failed to incite anything worth giving a point too. At once lacking originality, a classic Kirby feel, and forcing the peevish having-to-pretend-Mario-is-Kirby and having-to-pretend-characters-that-aren't-there-actually-are cards are never good.
-1 Bad lag in the last level, due to no level transition until halfway through.

Overall-6.5/20

This didn't do well at all to me.


Tune4toons

Fun-7.5/10

For a first level, this is certainly better than 75% of first levels I've ever seen (and certainly better than a good handful of second, third, fourth and so on.) Even if I gave you a few general how to design tips, you still showed a surprising amount of prowess on your own; a good amount of independent skill and know-how.

The level gets by on its mystery factor. You don't know what's going on, where to go, what the best thing to do is. The confusion is welcome and makes the level interesting, and while the minimalist platforming isn't enthralling it's fun enough, and it's a pretty enjoyable level.

What I think hinders the level is that due to the cryptic dialogue, it's nearly impossible to know what path is right. It wears the strong curiosity factor off pretty easily if you don't know what you're doing, and odds are you won't. There's a lot of guesswork that could have been done better, interweaved with the story better. Otherwise, I enjoyed the concept and it was pulled off respectably, and it was an enjoyable play.

Graphics-4.5/5

The minimalism and surreality is rather brilliantly pulled off, and it just gives the level a highly spooky feel. No cutoff and good item placement are a surprise from a beginner, so well done there.

Other-4.25/5
+1.25 On its own, one of the better stories of this contest, which is unsurprising due to your writing prowess. We're never quite aware of what's going on which I welcome in a story if executed well, which it is. Although it could have been integrated better, it's still a good entrant.

Overall-16.25/20

A strong first entrant and a good testament to your writing skill. I expect great things from you!


Buffooner

Fun- 6/10

Oddly enough, it was the flimsy platforming and overly minimalist approach that put you down a few points this time. I mean, everything flowed just fine but there wasn't much to do gaming-wise. I fail to see why exactly this story required such minimalism in design, either. I suppose you were rushed, but even then it seems a bit too little, especially in parts two and three.

Part one, however, I found to be a better sort of minimalism, at least while it lasted. It added to the haunting mood and it made me expect some pretty great things. It was the other two parts that underwhelmed me. Not the greatest follow-up to last LDC, but it was a decent play that highlighted the story.

Graphics-3.5/5

I loved the graphics in part one; it made the story intense and scary. I think your biggest mistake was pulling it out of the black without keeping the same atmosphere graphicswise; the minimalism was taken a bit too far and the landscape felt unnatural in a different, less appealing way than being dropped into a tense atmosphere. Also, I'm surprised that three years in no one's ever taught you how to checker-tile. This means to rotate between the two filler cave tiles (or grass tiles or snow tiles) so the cave looks much more natural.

Other 4/5
+1 Yes, the story wasn't the most original but it carried through, and I looked forward to reading more. I also enjoyed the sort of twist at the end, pretty clever. You also did a great job at integrating it to the level; perhaps the best example of which I've seen this LDC, even if the execution left a lot to be desired.

Overall-13.5/20

The story wasn't the problem here; it was creating a level to match it.

"Judgings-Amp ft blackyoshi-Storytelling": show
blackyoshi wrote:'The Blind Experiment' by ~MP3 Amplifier~

Fun 8.5/10

The gameplay itself was very fluent and fitted well with the story itself. I personally enjoyed this level a lot. But even great levels have their flaws. Right after collecting the FLOOD a transition with some very fast moving platforms made it hard for me to get safe over the hole. AKA I died several times which, combined with the actually long loading time, wasn't very funny at all. Also the 'angry thwomps. I disliked that there were no place 'rest' and to see the pattern of the movement of the thwomps. So I got squished several times. The second level was mainly gameplay based. I liked the several inventive challenges through the whole level. Even if I disliked the part with the breaking blocks in the beginning and the evil invisible star ( Which could easily be fixed with a star before the line of the invincible stars, which removes the invisibility.
Also the section with the fire which appeared in a circle around the cave tiles with the shine sprite in it. They were way too fast for me so I got burned everytime I passed there. At last the cannon/ flying star section. It took much time to pass that. Maybe there is a trick or something like that. But for me, it got a bit frustrating. I enjoyed the whole plot and the gameplay in the level a lot. But some things could have done better, though.


Graphics 5/5

The graphics through the whole level looked quite awesome. From 'red' light, water reflection, hospital, awesome tile patterns, lots of inventive stuff to make it look better, to the explosion in the end of the level (And countless other things). I feel well to overlook 'empty looking places' and other minor stuff and give you full score here. Well done. ;)


Other 3.75/5
Inventions everywhere (different coloured platforms for example) +1
Lag and loading time issues -0.5
No lack of coins, many boni with 1up made it more fluent for me. +0.25


All 8.5+5+3.75=17.25/20

Except some minor and not too minor flaws (I mentioned above) was this level very good.
I also think this is a level I could play again without getting bored at all.

__________________________________________________________________________________


It took way more time to review this series than I thought first. It was after all longer than I thought. I hope the review is ok.



blackyoshi

~MP3 Amplifier~ wrote:Here we go :3 I don't really know whether Kaboom's third level was corrupted or just badly playtested.

KABOOM:
with Shine Flower


Fun5.25/10. It was very limited gameplay-wise, mainly moving around on landscapes, but I suppose the freezing water was a nice touch. The wooden platforms where the houses were slowed you down as you were running and didn’t really have a particular purpose so that was frustrating. It was also boring having a slow continuous green platform taking you along a mushroom vine. Some added obstacles in the middle would’ve been much more interesting. Also the green platforms near the ice bit were a bit pointless IMO but I suppose it gave you an understanding of where you were heading so I’m neutral on that one. Also, difficulty wise, there wasn’t much of a challenge as far as I could see in these first levels.

It was a little bit disappointing as I saw plenty of opportunities for some challenges too. In the underwater section in the second level, it felt a little awkward going really low underneath the grass, perhaps you should’ve made the turf end just a little higher..? But then I see the windmills. I really liked that, a sweet concept, and fun to get across. Although their look could’ve been improved, the platforming itself was much of an improvement. I didn’t like the doctor’s clinic boss so much but see more opinions on that in Other.

Right, to the beginning of part 3 now. Nasty injury already if you don’t move out of the way for the block in time. That isn’t nice at all. And what the hell I’m stuck in the room..? I’m gonna take a further look at this, see my comments in Other. For now I’ll just move the starting position. Although the wooden platforms don’t seem to get me across the lava so I’ll take the roof. This really isn’t looking promising to me… and forcing yourself to get hurt by a flame on the rooftop. I’m sorry, but what the hell is this? I don’t want to sound rude, but this third level looks as though it’s had no playtesting, no bug checking, no effort put in and seriously did it not occur to you that these blocks were covering doorways and leading you to impossible paths? This is a really big disappointment for me currently, and possibly the worst mistake you’ve made so far this series. This is what’s going to lose you a decent placing this LDC. I’m really not happy with this. It’d better improve in the final level.

Now onto the final level. This does, as you said, have a pretty long loading time. However it was bearable and under two flash player signs (which is my personal limit for loading levels) so you were safe. As for crossing the ravine, I was thinking you could land on the cloud but clearly I couldn’t, but still got transported across, so that was quite nice. However you can’t trust people to stay still while falling down a ravine. But you’ve also shown me you can disable which gives no excuse for having a non-disabled shine sprite in the level before this. (check Other) It was a bit unclear on how to get across using paths out of level bounds after that, but no matter, I just managed to jump and that was all. Also the ending… with the bone platforms and twisted branches saying “End?”. You have no idea how much this confused me. Was I supposed to load it up again and play through it again? You didn’t make it anywhere NEAR clear enough. I’m sorry, but this really disappointed me. I was expecting something really unusual and interesting, but it just wasn’t. Sorry if you’re upset with this, but I honestly think it’s down to lazy testing or none at all. Sad thing too since it had lots of potential.

Graphics3.25/5. Houses and rooms look empty and they looked really similar too. I kept coming across a room in the first level with a Hover FLUDD and blue coin in the exact same place … it really confused me on where I currently was. I think the jungle section looked quite nice, but the snow section looked a little empty. However both lacked quite a bit of décor IMO (in the first level) but I really liked the tile shape and structure. That looked perfectly fine to me. Also as I began the second level, I started to realise that the style and graphics were very repetitive and similar … the layouts of the rooms for example, it was pretty much identical to the first level. It would’ve been nice to feel some more variety to styles and layouts, so it wouldn’t feel like you’re entering the same place over and over again.

Moving swiftly onwards, “Another Town”- it was a sweet little idea however if you smashed the ice blocks where the lights would originally be, it leaves item cut-off. And it looks a little ugly too. Then in the third level we see lava cut-off … which isn’t so great at all.

In the final level, the snow tiles and landscapes and rooms still look very bare… if not even more bare than before. I know it’s been done for a reason so it’s not too bad, however I would’ve preferred to see some kind of death using creative décor instead. Also I found the flames were in random places, it would’ve been nice to have seen a pattern of some kind instead of having them scattered everywhere. Then on my ascent using the green platforms and the bowser texture blocks, it was very plain and there wasn’t much for decoration at all. However I must bring something up in the third transition and that is I saw a lot of cut-off from tiles and snow. It was… rather ugly, actually. It looked as though it was supposed to be secret, but no, we could see it. Overall, the graphics were okay … but as you can see I picked out many flaws. Whether these were accidents or not, I really don’t know, but either way you can’t afford to do this again in an LDC.

Other2/5.

+0.25 – Cute little penguin at the beginning.
-0.25 – Outside the storage cupboard in the first level it said “supplies” yet inside there was one Hover FLUDD.
+0.25 – The checkpoint system isn’t like the usual, but it worked for me.
-0.25 – You said if we hit the baby thwomps we could get hurt, not that we could die. Make it clearer next time.
-0.5 – WHOAA what’s with the huge-ass lag in the doctor’s clinic? Faaaarr too many bullets crossing, making the difficulty very unbalanced. Get this sorted please. Oh yes and you need more coins in that section too, not many, but a little more.
-0.25 – …Why the hell is the shine sprite at the beginning of part 3 not disabled? I just ended the level there … what.
-0.75 – Your third level seems to have some serious problems in that signs, platforms, shine sprites have all been moved under the turf. Could you not have noticed this before? It’s made me very stuck and I’m having to even move the start position to avoid it.
+0.5 – While there were many flaws in this series, the levels certainly fit the theme well and the story was very nice- it kept me in a fairly good mood as I was playing them … no matter how many times I was pissed off at some sections … overall you did fine. I can still see improvements story-wise, but it was a pretty enjoyable read nevertheless.

Overall – 10.5/20.




blackyoshi:
with Autumn Madness


Fun8.25/10. This was pretty awesome. The gameplay wasn’t very unique or even very difficult but I still can’t deny that it was fun. A few minor things that I thought for platforming, not even anything to be changed, just extended. The wing cap section in the second transition was very short, I would’ve loved to have it continue for a while as wing cap is personally a favourite of mine when it comes to gameplay. The tiny goombas shocked me a little when I saw them, because within the masses of leaves on each little volcano tile pillar, it’s really difficult to notice them and they can push you off the edge very easily. I personally think medium sized goombas would’ve worked better here. Then I saw the rotating green platforms- was that a little bit of inspiration from my entry there? :P It worked well though, and the fences kept its traditional spiral shape well too. Unfortunately the level ended not too far after that … and didn’t get continued. That was a bit of a disappointment because the atmosphere really worked well here. Overall great gameplay, very entertaining indeed.

Graphics4.75/5. Wow… you load up the level and already you see pretty incredible graphics. You certainly fit the theme of Autumn, a pretty difficult choice of story theme to follow too, and you did very well here, especially that it was the only thing I could think of when I was playing it. However one thing that confused me a little bit was the motionless flipping platforms containing some background tiles. What was that? It wasn’t very clear as to what it was tbh. But that was one of not many improvements to be made graphic wise- I think you succeeded very well here, the fallen leaves in particular looked awesome. The choice of tiling to portray an autumn scene was very creative and certainly worked for the best, so brilliant work.

Other3.25/5.
+0.25 – The shine sprite hidden by masses of fallen leaves at the end was quite cool, not to mention the dead/dying tree at the end which looked giant. Nice effort.
-0.25 – Thwomps were a little bit slow to take effect, maybe making a little bit faster (but not overwhelmingly fast) would’ve done the trick.
+0.25 – As far as the story itself and how well the level fit the initial theme was concerned, it was okay. However I say okay because there was very little of signs to describe what was truly going on. Yeah I suppose we had that sign at the beginning that told us what we were trying to achieve and whatnot, but it wasn’t very detailed and I think there was a bit more room for that IMO. But I did love the creepiness in the dialogue especially when it came to the factory, it was left very open to different interpretations on what it could be doing there, and I liked that. Overall it was a confident but more silent story, so well done.

-2.5 for incompletion due to part procrastination, part computer problems.

Overall – 13.75/20.

Gahh originally 16.25/20 this is paaaainful.




themagikoopaguy:
with Revenge of Dark Meta Knight


Fun6.25/10. So after loading the very first level, I could tell straight away this was simple. There wasn’t much gameplay at all in the very first level, the FLUDD felt a little bit pointless and I didn’t like the bone platforms leading up to the castle rooftops… Then in the second level we had the FLUDD again, but I suppose this time it had more uses, or one, lol. The shyguy army really irritated me, because it’s an equivalent of enemy spam, but thankfully it didn’t cause much lag. Then the doors… I didn’t really understand why there were hundreds of doors not leading anywhere, unless you were just trying to build the atmosphere of a castle. In general it wasn’t too bad, and that level ended on a bit of a cliffhanger I suppose.

Now onto the chapter 1, first part. The gameplay here again is lacking and is mainly moving around on jungle/grass sections. But there are still more downsides, for example, in the first transition there was one flame and ice block. Well, not only did they contradict each other, it wasn’t continued at all throughout the level. It felt kind of random and out of place, also having the boos in a light jungle section didn’t fit either. But as far as challenges go, I felt like it was all very easy, I beat it without dying at all and it didn’t feel like there was anywhere for me to have risk at dying, I think I saw one ravine or something. The only time I felt like I could die was the whoamagod huge bully and bullet spam section. It was sooooo goddamn frustrating, when you’re trying to read signs and there’s constantly a rush of bullets trying to push the bullies into you, then as soon as you press Z to stop reading, they shove you across through the whole transition. Not to mention a real lack of coins there, and it made the difficulty of the level feel incredibly unbalanced. The annoying thing is, after the cannon and you’re trying to find your way out of the switch blocks, you’ve got this tree and it’s covering the place where you get out so it’s difficult to see, so that kinda annoyed me.

Again, even in the second part I’ve noticed how the FLUDD is constantly used … I suppose it is an important item in the series, but I’ve only actually had to use FLUDD in one minor thing so far out of the whole series and that was to get onto the ceiling in the prologue. Other than that, I haven’t physically needed it. Maybe in the future add more FLUDD related challenges.

Onto the third and apparently final part now. When I finally got into playing it, there was a fair bit of lag that certainly decreased the fun in many ways, however I think that giant tree feature (I’m guessing inspiration from King’s level) was quite cool and the warp star was a pretty neat feature also. Nice work. I do however think you should add many more transitions in this part, which is why the first transition laaaags so much. The invincibility cap after that really long transition felt a bit pointless because we can just spin attack and ground pounding to get through enemies and blocks. And the annoying thing about a big bully challenge is that you can always find cheats on how to skip it. But overall the gameplay, although lacking, had some good and bad sides. Just check on what you need to improve and get that sorted for next time.

Graphics2.75/5. You do have some flaws already even in the first level. The jungle for example could’ve done with more décor or something to make it stand out more. The castle at the end of the first level had cut-off by the turf and on the roofs … and the doors and their angles looked a little bit messy. In the second level (still prologue), while it didn’t have cut-off, the décor was majorly lacking and there weren’t many interesting or nice things to see… mostly very plain and boring.

Moving onto the first part of chapter 1, I can see a fair bit of cut-off here. Well, actually, quite a lot. The layout in general was rather geometric especially at the beginning, but then there was that floating grass boulder in the sky next to a tree which had cut-off (besides the fact I had no idea what it was) and then there was a door hidden behind a bush that lead us to a place where you could see the cut-off at the bottom (without even zooming out!) and then the house at the end of the transition had more grass cut-off next to it. The décor however was much better. Sometimes it was lacking still but it had improved from the previous two levels, although putting a snow covered tree in the middle of a grass section with lots of bushes and green trees felt rather out of place IMO. Sometimes with décor, some sections would look a little bit empty and some would look full of it, so my advice here would be to spread it out some more. Also some kinds of décor were used a lot, and it’s always nicer to a variety of décor when making a level. Then the bit inside of the building in the first part of chapter 1 looked very empty except for the cluster of rocks, so some twisted branches of hanging vines would’ve created a great atmosphere in there. Towards the end of the part 1, there was lots of cut-off and tileset mixing… it looked rather ugly. The desert tiles in particular. It really didn’t mix well at all, wasn’t impressed with that. But then we see the really laggy section near the end also… that bit was far too over decorated; it really didn’t fit to the style of the rest of the level. And also, before the switch blocks appear, there is some grass cut-off too.

Now as we go into the second part of the first chapter, there is still a real lack of decoration with the grass and still grass cut-off for the mini floating islands in the ravines and whatnot. Also the black bullet bills didn’t seem to fit the colour scheme so much … I think green would’ve suited the atmosphere much better. It’s the same with the jungle section- a real lack of décor, however this time the variety of shape in the turf was excellent, so well done.

In the third part, you’ve taken some inspiration from King’s graphics in The Great Tree methinks. It looks pretty good actually, sometimes the technique can look quite messy but I personally believe you pulled it off rather well. Again the jungle section at the very beginning looks very bare and straight but it’s only a minor part of the level now. Overall, the graphics did have many problems with them, but recognise them and work on them before you continue to rest of your series.

Other2.5/5.

-0.5 – Tons of enemy spam throughout the series, yeah, it isn’t a good thing. No matter what the circumstances are.
+0.25 – Instructions on pressing the backspace to exit was pretty good, it was far quicker than manually having to exit the level through pausing it. Very useful indeed.
-0.5 – Takes a rather long time to load up the third level, let alone trying to test it.
+0.25 – The story wasn’t a particularly strong one, and it felt confusing to put it into chapters since there was so little about it. But overall it fit the theme rather well and certainly had the traditional feel of Kirby and a story being split into chapters, so I can’t deny you did rather well with that.

-2.5 for incompletion due to an impossible task in completing this series for an LDC (originally to contain 22 LEVELS).

Overall – 9/20.

But originally 11.5, so it wasn’t too bad I suppose. :3




Tune4Toons:
with Indecisive


Fun7/10. Gameplay wise, I suppose there isn’t really much, which could’ve been improved upon. It was mainly tile jumping or moving around on turf rather than objects. However, I did like the puzzle element in the level. It did fit surprisingly well to the story, besides the fact you chose some really wacky tile combinations, and in the end I found my way round to both the red coin and silver star and getting the shine sprite. So I congratulate you there, as it was a very successful first level.

Graphics3.75/5. The graphics in this are pretty good; especially considering it’s your first level. However there are a few things I think you should improve upon in the future. For example, mixing two types of turf really doesn’t work for me. The grass and the cave mixed together… individually they looked good but together it just looks a bit untidy. The cave shape is quite creepy looking (which I suppose is done purposely) which is cool, but the grass could do with a bit more decoration. It’s a little bit bare right now; with some more trees and plants it’ll be sorted to look brilliant in no time. And then there are the rooms with all the unusual bricks and textures; they are indeed very unusual. I’ve never seen it to that extent before. …Perhaps save for MMMMMM. Then I quite liked the golden castle wallpaper mixed with the lego tiles, which was rather imaginative, and they complimented each other well also. I personally don’t think graphics were a major problem, but my main tip is just to spice it up to become a feast for the eyes by adding more décor and interesting shape variety.

Other3.5/5.

-0.25 – There’s a minor issue at the very start where you can squish yourself underneath the stairs and ceiling.
+0.75 – I really liked the story, it was very dreamy and quite puzzling, and it was overall a really interesting read. Not only that but I also feel it fit the level style and the theme itself incredibly well. Nicely done.

Overall – 14.25/20.




Buffooner:
with Questions


Fun7/10. The gameplay here (or the first of it I could see) was rather simple, mainly green platforms, but there’s nothing bad about that. While it didn’t begin as much of a challenge, it wasn’t disappointing in any way. Although using the metal platforms as a part of your story was pretty good, it kind of gave them a purpose of why they were there and what significance they had. The gameplay in the second level, to be honest, wasn’t that interesting. It was mainly green platforms or bone platforms and it would’ve been nice to see some more variety there. In the third level it was mainly moving around on landscapes but I suppose there wasn’t much else you could add there. Overall, the gameplay probably isn’t the best I’ve seen from you, but you did say yourself this wasn’t your best attempt.

Graphics3.75/5. Even starting the first level is rather creepy. All those disabled transitions, reminded me a bit of Ship Below. :P But I while it lacked a little in ‘dead’ looking décor I suppose (twisted branches would’ve suited incredibly well here) it did seem to fit the atmosphere of the story well, so it wasn’t bad at all. The cave did look quite nice, the décor sometimes felt lacking, but not always, which was nice. But inside the building after the cave felt a little untidy, mainly scattered rocks and flames in mid-air, I think if they had a purpose to be there it could’ve been made clearer. But then in the second level, I think there was room for more creative volcano tile uses and décor uses. The volcano and cave mix didn’t look all that neat but one bit did look rather like an actual volcano so that seemed fine. The décor in the cave was fine, too. Then in the third level the décor round the jungle was pretty nice, but underwater it was a little bit bare.

Other4/5.

+0.25 – Nice use of disabled transitions in the first level.
+0.75 – I really quite liked this story, it was rather short (level wise) but it had some great atmospheres in it, and that Mario was the hero in the end, it was a really interesting and enjoyable read.

Overall – 14.75/20.

"Judgings-Volcove-Storytelling": show
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Shine Flower - Kaboom
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RATING: 11.5/20
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FUN: 6.25/10
Part 1 - Unfortunately, the level ended up being rather bland as a whole. I look for a balanced challenge when it comes to such platforming, and in this case, the hover fludd serves to trivializes the entire thing. The near continuous healing when there are already so few sources of damage further serves to make it boring.
Some of the challenges, mostly those revolving around the freezing water, were certainly interesting, but once again, being able to hover enough to skip over so many sections while only needing to land once removes the sway it might have had. The level either needs to be designed specifically so hover fludd is required or, in this case, it simply shouldn't have had the fludd in the first place. Remove that, and maybe adjust the basic platforming to be a bit friendlier, and it would have made for a nice climb. 5.5/10
Part 2 - It is clear that removing the fludd for this part made it much better. The windmill section in particular stands out as a creative platforming challenge, and is quite engaging as a result. The rest of the level is decent as well, even if a bit predictable, but at least it ends up requiring some thought to navigate.
The 'creature' boss(?) was just odd, though, and the platforming there was more awkward than fun. Maybe something will come of it later. 7/10
Part 3 - The introduction of flames and such to the platforming does help to make things more challenging, but sometimes it ends up being in a rather unfair way. There is little way to anticipate how the flames behave, and it is rather frustrating when one randomly sprouts from the ground to damage you unexpectedly.
The reservoir obstacle ends up mostly being a race for air, especially at the end. The time limit leaves little room for error, which is a mixed blessing given the numerous ways to stall you, yet at the same time, the section feels too short. 6.5/10
Part 4 - Despite your warning, the extreme loading time with the 4th part ended up getting in the way quite a lot, and is simply frustrating to trudge through each and every time you die (which is easy to do). Normally, the difficulty spike would have been great, but now it is just a burden that drags the level down quite a bit. The checkpoint helps a bit here, but not very much.
It also suffers from a non-intuitive design. How is one supposed to figure out where that secret door is (which is needed to actually play the level), exactly? I don't recall anything that even remotely leads to its existence, and it doesn't exactly leave room to figure out between the crippling loading time and the impending death.
The "boss" also suffers from non-intuitive design as well. Just entering the run results in taking damage nearly instantly; try viewing the level from the point of view of someone entering it for the first time. Humans need time to react. Beyond the first part, though, it ends up being a nice challenge, even if it has very little to do with being an actual boss (its just a glorified obstacle). The lack of an actual resolution hurts as well, but I'll focus on that later. 6.25/10
5.5, 7.0, 6.5, 6.25 --> Final Score: 6.5/10
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GRAPHICS: 2.75/5
Part 1 - Similar to fun, nothing here was especially awe inspiring. While there were no flaws, everything simply turned out to be extremely generic and run of the mill. The village could have been much more interesting, yet it contained mostly emptiness, with nothing out of the ordinary for scenery or design that makes it stand out. The silver star lanterns helped a little, but the fact that it is clearly daytime makes their presence out of place. Shouldn't they be shut off during the day?
The platforming portions afterwards are about the same. It all looks awfully generic and bland, with a few minor touches that ensure it barely gets a passive 'OK' for effort. 3/5
Part 2 - At least the lamps look much better in nighttime, and the rest of the level is slightly better as a result. Maybe nighttime just improves how things look?
The trek towards the village itself is a bit better than the climb for the first level; I can probably thank the windmills for this again.
I have to say that the lazy grass tiling (using one solid type for the entire level instead of applying proper variation; three exist for a reason) lowered the authenticity a fair bit; it certainly wasn't done with the snow before. Why stop with what works?
Additionally I question why the second village has almost nothing to offer (graphically) either (aside from broken lamps; the design could and should have been different enough to spark a reaction of some kind). 3/5
Part 3 - Same world, except now entrenched in flames. Most of it remains the same, although the new addition of the reservoir served to contrast the rest of the burning world. It seemed a bit too empty for my liking, though. 3/5
Part 4 - The worst section in this regard. It is the only section to break away from the 'same world, different appearance' mentality the previous three sections had, and focusing on a very abstract, adaptable design doesn't work out when one has difficulties figuring out what it is even meant to be. 2.25/5
3.0, 3.0, 3.0, 2.25 --> Final Score: 2.75/5
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OTHER TOUCHES/BUG REPORT: 2.5/5
As is a story LDC, the story itself will be rated out of 5, and will adjust the final score accordingly.

It is appreciated that the story is told through one's exploring and surroundings, rather than forcing countless signs into every area that try to explain things. A simple excerpt at the start, and you're good to go - it is probably the best way to handle such a matter.

The story itself is a little cliche, but at least believable and a little sweet. The presence of the 'boss' is what throws it off the most, and had there been more natural reasons behind all of this, it might have been more believable. Trying to make things all supernatural and weird just doesn't fit, and it throws the story's flow off course.

The thing that bothers me the most, though, is the 4th section. It is so abstract that it is difficult to make heads or tails out of just what happens once you jump for the hallucination. It is a descent into one's psyche? Is it a quest of revenge into hell itself, to find the one that did this to you? I just don't know. The fact that the ending is not clear at all either (aside from knowing when its over) hurts quite a bit as well.
Story score: 3/5 --> +0.5

For actual other details:
- In the first section, I think a sign is missing in the intro. There is no flow between the 2nd and 3rd signs at all. -0.25
- The character interactions are a nice touch, and certainly add some flavor to the levels. However, continually bringing attention to either the signs or the lack thereof detracts from it significantly. +0.25
- Additionally, the fact that the three first parts (and a bit of the fourth) are basically the same section, except with new areas added and at different times is a nice touch. Blocking off old areas very artificially is a bit of a negative, though; slabbing rocks before doors seems too random and out of place. +0.5
- The moving block obstacles should have been set up better. In the 2nd/3rd section, why must the moving blocks drag the player into the solid platform? All that does is invoke a ton of lag while slowly killing the player off, when the crushing is meant to be done lightly.
Likewise, crushing sideways simply does not work, usually dragging the player all around the place. Please test such interactions next time instead of leaving them up to chance. -0.5
- The start of the third section contains a major flaw in that there is no way to advance beyond the house, yet the shine to end the level is right there as well. Checking in the editor reveals that the only exit is blocked off, yet there is clearly much more to explore.
After exploring a bit, I've come to the conclusion that you're supposed to start in the other village, and that the first house is in fact the final goal. It is the only way the level seems remotely playable, yet this crucial fact was overlooked. -1
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I can see the effort that was put into this, and it is an effective way to tell a story. It is primarily the ending sequence that drags it down, unfortunately, and some of the earlier parts need to stand out more.
----------------------------

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The Blind Experiment - MP3 Amplifier
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RATING: 16.5/20
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FUN: 8/10
Part 1 - From a platformer's of view (ignoring the story aspect that will be addressed in 'other'), it is set up quite well. The platforming is balanced, albeit a bit empty in terms of actual enemies (they're too sparsely separated most of the time), yet it remains a balanced challenge that requires effort while punishing laziness, yet also doesn't require extraordinary abilities to perform well.
I especially like that it is one of the few levels that actually utilize the fludd properly - by making tough obstacles that justify its presence, rather than just allowing the player to breeze through the level without any effort.
However, despite your attempt to justify the level's long loading time, the fact of the matter is that it is long enough to be a burden, and I'm betting you could have shortened the level to make it easier to load. Needing to get through 1-2 instability screens each time gets wearisome (not to mention that it demonstrates that the game clearly isn't built to handle it), and certainly detracts from the overall enjoyment.
This is more of an oddity than a true problem, but I question the presence of numerous bullies that have no point aside from being a slight nuisance. Unless they pose a threat in some way, they shouldn't be used.
Finally, some odd flowing issues end up being an issue in many sections through. This primarily stems from the lack of inactivity in design, but it will be focused on within the 'other' section. 8/10
Part 2 - At least the loading time here is far more reasonable, although the repeatedly unnecessary bully presence becomes apparent from the very start.
The difficulty has certainly been ramped up with this one, and the increased challenge is appreciated, although it can get to be a bit much in some areas (one particular nuisance jumps out at me, but it was brought up in 'other' due to its severity). Thankfully, the reasonably well placed checkpoints alleviate this somewhat.
Otherwise, the setting presented is easier to connect to the story, which helps make it more enjoyable than otherwise, although it still feels oddly empty / open than it could / should be. 8/10
8.0, 8.0 --> 8/10
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GRAPHICS: 4.5/5
Part 1 - It depends on how you look at it, I suppose. From an story point of view, it doesn't represent a present-day city very well, but then again, the game itself isn't meant to support it. That is in itself a weakness, for the in-game environment simply doesn't match the story as well as it should have, although I'll focus on that more in the story section.
From a basic graphical viewpoint, though, it is clear that a lot of effort was put into this, and it looks quite fantastic. The tile combinations and setups all look quite great, and it is enjoyable to explore such eye candy. The problems, though, are that the tile setups become too nonsensical in some areas (and thus become too abstract / weird to be likable), and there are minor tiling repetition problems in one or two sections. 4.25/5
Part 2 - The comments from the first part largely stand here as well, although the clearer setting relative to the story improves its likability. A large factory complex is much easier to portray than a city, after all, and the tiling / features seem to be better than what is provided in the first section. 4.75
4.25, 4.75 --> 4.5/5
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OTHER TOUCHES/BUG REPORT: 4/5
As is a story LDC, the story itself will be rated out of 5, and will adjust the final score accordingly.

To start with, telling the reader to 'just go with it' to try and set the mood doesn't work, since that is what the story is supposed to do naturally, without the author breaking the 4th wall. Likewise, if it needs to be explained outside the story, it simply needs to be reworked. The final spoiler that explains what 'we might be confused about' shouldn't be needed either.

The idea of telling the story outside the level entirely is a risky move. I can see the benefit of doing so, since having to read through lengthy signs continually within the level certainly becomes wearisome very quickly.
On the other hand, though, it emphasizes detachment between the two, for they simply do not work in sync with each other like they do in Destinations / Dark. It becomes a bit less of a problem in the second part, but not well enough. The necessity to tab4 away from the level in order to read the associated story bits doesn't help either, since you cannot focus actively on one or the other (unless you play the full level first, then read the story like I did).
The graphical issues pointed out above makes this separation even more evident, and it would have probably been better to just keep the story and the level independent from one another.

At least the story itself is intriguing and interesting, even if too convoluted in some areas. Regardless, it is to the point where trying to force a level to tell it simply doesn't do it justice, and it is better off in a separate short story on its own. 3/5 --> +0.5

For actual other details:
- The number of unique tricks and details are staggering. The idea of using flames to simunlate moving/multi-layered/reversed lava is a great move in particular, along with the bomb concept. The smaller things using small blocks to create multi-colored green/while platforms along with the faux-3d triangle platforms were appealing as well, and I even see a bit of unique bullet usage mixed in as well; very well done overall.
The waste rocks, while a good idea, tend to glitch a lot, and the hitboxes don't seem to be accurate. Diagonal flames might be the culprit, since one often gets hurt without even touching the waste rocks. +1.75
- I don't normally bring this up, but the choice in alternate themes is especially powerful and suiting for both parts, adding to the ambiance significantly. +0.25
- To offset the above, though, too much of the level is non-intuitive, and wouldn't occur naturally to someone not used to such levels. The red brick mechanic in particular would not make any sense to someone entering the level for the first time (and the fact that the mechanics behind them are unpredictable doesn't help either). The same issue exists with the green blocks; if you happen to jump over the first one, you'll never know how vital it is. Why they are even used at all when they only come up once or twice is questionable as well.
Entering the house in the first part through disabled blue tiles and the false window, though, demonstrates the worst of this problem. Once again, there is no indication hinting that you should be able to basically walk through a solid structure (and you certainly couldn't for the previous ones). The fact that the entrance is conveniently positioned over lava doesn't help either.
Finally, it isn't clear where the level transitions are (mostly in the first part), and while it is minor, it is a bit of a nuisance. It would have been nice to simply put walls where you aren't supposed to go, so it is clear when you're supposed to walk past a transition and when you're not. -1
- One specific section in the second part that involves extremely fast paced flight is a fairly significant issue. It it the sort of challenge that will undoubtedly take several tries to do, yet requires near perfection with no real opportunity to get one's bearings. Being punished by needing replay a difficult chunk of the level each and every time is the wrong way to go about it. -0.5
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It is certainly a very strong contender in the contest, and very well done overall. Whether it is because of the actual storyline aspect or not, though, I am not so sure.
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Autumn Madness - blackyoshi
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RATING: 11.5/20
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FUN: 7/10
Despite the numerous problems stated later on, at least I can say that the level was reasonably fun. It might have been a bit on the easy side, but it was still engaging enough to be interesting. The obstacles and platforming aspects themselves are fairly balanced as well, as they're somewhat unique in set up and design (but not entirely). It really is a shame that there is meant to be more to it than there currently is.
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GRAPHICS: 2.75/5
Autumn is, unfortunately, very hard to portray well here, and it might not be something worth pursuing in the first place. The trees mostly devoid of leaves, along with the piles of fallen leaves, are the main things that give off this vibe. The attempt to do so with volcanic tiles is iffier, and throwing in rocks at random is just plain odd. I assume it has to do with the non-existent factory, but as it stands, it just doesn't look right.

On the bright side, some of the structural platforms and obstacles reverse such issues to an extent, for they're well designed and would have helped lead up to the upcoming factory.
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OTHER TOUCHES/BUG REPORT: 1.75/5
As is a story LDC, the story itself will be rated out of 5, and will adjust the final score accordingly.

Not much of the story is stated, but from what I can see so far, it is about a factory that keeps the season stuck in autumn. It is a common but workable theme for many stories and games like this. The specific choice for the season implausible, though, since it is the second least-likely season that we'd be trapped in (least likely being spring). I would have vouched for winter, which has the added effect of being difficult to survive in.
I assume there's something more to it, but without being able to see what happens later, I can only draw conclusions from what is provided so far.

The story itself is set up reasonably well in the form of brief snippits as you go along, while letting the level contribute to the story equally on top of it. Granted, there hasn't been anything worthwhile to expand upon just yet, since it is only an introduction of sorts, but at least there are no problems here.

3.25/5 --> +0.75

For actual other details:
- Well, it is obviously inconclusive, since it flat-out ends without any sort of resolution or even exposition. It doesn't provide enough to serve as a suitable stand-alone level, unfortunately. -2
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It was likely on route to something interesting, so maybe it will be finished outside the contest.
----------------------------

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Revenge of Dark Meta Knight - themagikoopaguy
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RATING: 5.5/20
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FUN: 3.5/10
I suppose the playstyle does hold a vague resemblance to Kirby platformers, but the fact of the matter is that it is not that, and trying to imitate it just doesn't work when we're accustomed to something else entirely. Almost all of it is effortless to pass when there are only clustered (and often threatless) enemies randomly placed, and the only real nuisance stems from enemy spam (which is in itself a bad idea). Find ways to engage the player next time, since the levels simply aren't fun as it stands.
Any sort of jumping challenge that is required is fully negated by the fludd you get at the start of every level. While I understand that it is meant to simulate Kirby's flying abilities, the level needs to be designed around needing the fludd. When all it does is trivialize it, then its poorly designed and very, very forgettable.
The final level is a bit more interesting, if only due to not being a straight, boring run through the entire thing, but it isn't enough to redeem the entire level. Especially not when the level itself has a long loading time and has a very laggy first section.
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GRAPHICS: 2/5
If the graphics are mostly bland repetitions of the same tiles, with far too many areas of rather blatant cutoff, then it is something that won't present a good picture to the player. Some effort was made with decent doodad use and such, but the tiling is just as important, and that is where the level falters primarily. Kirby-styled landscapes do not work here, plain and simple.
It becomes more interesting in the final level (again), fortunately, and it is where the points for this section primarily come from. It isn't enough to redeem the full level series, but at least it makes this one section somewhat worthwhile compared to the rest of the submission.
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OTHER TOUCHES/BUG REPORT: 0/5
As is a story LDC, the story itself will be rated out of 5, and will adjust the final score accordingly.
Attempting to imitate another video game in such a crude manner is never a good idea, and this shows. The fact that the only form of story it provides is basically 'conversations' with mostly imaginary people that hold no significance to any sort of story (beyond the brief prologue). Why do you need a massive party of friends in a single player platformer, anyways?
The story itself... well, it is once again reminiscent of other Kirby games, but it barely touches upon it at all. What does happen just invokes a whole lot of eye rolling due to how corny it is.
Finally, the problem of ending abruptly and forcing the player to continue it outside the contest makes it even further unsuitable, since this isn't a 'part of a story contest'. It is supposed to be all contained in one area, which you could have easily done.
0.5/5 --> -2

For actual other details:
- Why is the prologue split into two parts? A five part entry is bad enough (it isn't a series contest, after all), but the first level went by in a flash. The background change wasn't even changed significantly (if at all). -0.5
- Telling the player to 'press backspace to exit' is just a bad way to end every single level. It is unnecessary 4th wall breaking, and you could have just thrown in a shine to signify that the level has come to an end in a proper manner. In fact, I don't know why you didn't do this anyways. -0.5
--------------
If you're going to entry a storytelling contest, please try to tell an actual story. Otherwise, I suggest taking a look at other levels to see what makes for a good experience, so you'll hopefully do better next time.
----------------------------

--------------
Indecisive - Tune4Toons
--------------
RATING: 13.25/20
--------------
FUN: 6/10
Eh. It is pretty much a giant, glorified maze at its heart, and those types of levels don't tend to be very enjoyable. There are exceptions, of course, and while this certainly isn't a bad one, it isn't noteworthy enough either. Having two ways to activate the shine and end it helps a bit, and maybe there's some other pattern involved that I couldn't decipher, but it ended up mostly consisting of a lot of trial and error. Such tactics get old quickly.
The individual areas themselves, while decent, don't contain anything special in this regard either. They're awfully vanilla, and repeating many of them more than once doesn't help much.
--------------
GRAPHICS: 4/5
Graphics are, like the level overall, very unusual and cryptic, but considering the story and theme, it works reasonably well. Unfortunately, some of the terrain switches are much too jarring (e.g. the grass to cave near the start), and there are a few instances of cutoff as well, which are negatives. The overall effect, between the main hub and the individual & unique sections themselves, are well done as a whole.
--------------
OTHER TOUCHES/BUG REPORT: 3.25/5
As is a story LDC, the story itself will be rated out of 5, and will adjust the final score accordingly.

Indecisive indeed. It is abstract in the extreme, which is both a good and a bad thing. I suppose what you can get out of it is up to interpretation, but considering the medium itself, I don't believe that it worked too well.
I understand the message (I think), but the delivery and impact just wasn't there. Being too cryptic and ambiguous can easily turn against you.

2.75 --> +0.25

For actual other details... well, there are none this time around.
--------------
That was quite unusual, I must say.
----------------------------

--------------
Questions - Buffooner
--------------
RATING: 15.75/20
--------------
FUN: 7.5/10
There wasn't much to write home about in this area, but the platforming aspects were fun, and that is where most of the enjoyment (in this regard) came from. Despite mostly being static and vanilla, the set up and the environments were what lend an extra edge that increase the spice a little bit.
At the same time, though, it still could have possibly used something extra to add more of an impact.
--------------
GRAPHICS: 3.75/5
For the most part, it starts out extremely strong, but the later sections end up being a bit disappointing in comparison. While the indoor sections were great, the associated caverns and such were too geometrical / plain, which was too sharp of a contrast. The use of the same solid cave tiles added to the issue as well.
The outdoors, while decent as well, also felt like they were missing something special. I suppose setting the bar high from the start achieves that effect.
--------------
OTHER TOUCHES/BUG REPORT: 4.5/5
As is a story LDC, the story itself will be rated out of 5, and will adjust the final score accordingly.

Well, it is awfully cryptic and ends with a cliffhanger of sorts, but at least it is designed that way, and gets its message across without much of a fuss. Additionally, unlike many other entries, the level itself follows along.
Granted, it isn't much of a story for such a specific contest, but it does work for what it is intended to do.

On a side note, though, signs use html, so square brackets don't work. Seeing blatant (i)s breaks the reviere.

3.5/5 --> +1

For actual other details:
- The shadowy effects this time around are especially well done; they seem a step higher than your previous attempts. They really added to the atmosphere early on, to the point of deserving extra attention. +0.5
--------------
It could have used a bit more content to it, considering the potential available, but it is a nice level none the less.
----------------------------


Cave Judgings

"Judging-Buffooner-Cave": show
Lordpat

Fun: 4/10
Little platforming, but the water parts were done fine. The decoration was completely overdone which made it much harder to see what was coming up, enemy placement was off with them being annoying rather than added interest. Your water part wasn't too fun, with very little to do and the maze being particularly troublesome.

Graphics:2.5/5
I appreciate the effort you've made with your decoration, but it comes across as badly done. There's too much of a clash between the trees and the cave. Solid tile work.
Other: 3/5
Nothing else that hinders or adds to the level

9.5/20



CaptainAmerica 2


Fun: 5/10
Unnecessarily unfair in places, uncoordinated and forced backtracking (and loading times, but that's covered in Other)

Graphics: 3/5
Solid tile work, but nothing too different, quite a bit of flat land. Decoration was (very nearly) spot on though: everything fits and works within the level! ..baring that last part. That comes across as being completely out of context to the rest of the level.

Other: 2/5
-1 Loading time

10/20



Triple J


Fun: 4/10
Loading time + a lot of unfair design choices made this level a chore just to play through. You have a huge level, and you hide red coins? Scavenger hunts are hardly any fun. If you're going to use red coins as the way to complete the level, please have them within the same vicinity.

Graphics: 3/5
The cave sections were mostly great, but having disabled stones when you expect them to be solid is a poor design choice.
The volcano segment clashes with the cave and is out of place from the rest of the level.

Other:1/5
-2 loading times are atrocious
+1 some cool extras
-1 lag

8/20



CrazyMario


Fun: 5/10
Simplistic level, so that wasn't actually that much going on. There some good ideas, but a lot of this was just walking.

Graphics: 2/5
Relatively simple. Cutoff here and there but nothing too noticeable, and a lot of flat ground.

Other: 3/5
-none-

10/20



Karyete


Fun: 4/10
I'm not entirely sure where you're going with this one. You've caused a loop for me to find the silver stars.. but you never told me they were hidden, so it becomes a guess as to where they might be.
Short.

Graphics: 3/5
All decor seems to be piled on top of one another which makes it look terrible. Tile work is good.

Other: 3/5

10/20



KevinOC


Fun: 9/10
I'll admit, I did enjoy the level(s). Those signs.

Graphics:0.5/5
Terrible to say the least

Other: 5/5
-2 lag/enemy spam
+4 Spectacular explosion

14.5/20



MessengerOfDreams


Fun:8.5/10
I'm not too fond of water based levels, and very few games have gotten them right. However, within the limits of SM63, you have done a spectacular job.

Graphics. 5/5
Small blip with overlapping tiles in the first level that I wasn't too sure about, but that didn't detract from the overall experience. Well done here!

Other: 3.5/5
+1 Some nice classic Mario references. More levels need to have these things.
-0.5 hit by glitches D:

17/20



Volcove


Fun: 4/10
I hate you. I really do.* I can appreciate it being hard but this was just frustratingly hard. Forced resetting, squashed by blocks and lack of health. There were really some good concepts, but this was just not very enjoyable experience.

Graphics: 5/5
I can't seem to find any fault in your tile or item work, and it was very very good.

Other:4/5
-1 Buggy deaths
+1 Really nice constructions
+1 added flair


*I don't really hate you : )
13/20



zebtrestalala

Fun:7.5/10
This was a good level. It suffers a bit from lack of coins(health) some buggy blocks and a few confusing directional issues, but the platforming is fun and well thought out.

Graphics: 4.5/5
Very good tile work, but it felt like it was missing some decoration.

Other: 3/5
+1 block constructions (boss was good)
-1 buggy blocks

15/20

"Judging-MP3 Amplifier-Cave (Yet To Be Filled)": show

"Judging-Nwolf-Cave (No order :3)": show
Cavern Adventure by CrazyMario
Fun: 6.75/10 The level was quite fun, but there was too much tile-jumping for me. The variety of challenges was okay, but it could be done better.
Graphics: 2.5/5 The graphics are pretty boring, as you used flat tiles almost in the whole level. There was a bit of decoration, but not enough. There also are those blocks at the end which normally only appear when starting the LD-only version. Dunno how to call them. But they are there.
Other: 2.8 --> 2.75/5 +0.05: Loading time at beginning and lag after going through 2nd door.
-0.1: The first platform moves to fast and passes through Mario after a short amount of time
+0.1: Secrets pretty good, could have been more secretive.
-0.25: Often pretty bad placed items, like the underwater fire (the fire tower at the right is placed lower than the other ones), Koopas placed too random (last section), colorful block figure (last section again) and, well, other.
Overall: 12/20 A pretty okay level and I think you have the potential to improve a lot. You should especially work more on graphics and a bit on Fun.

Craggy Grotto by Triple J
Fun: 9.25/10 Ignoring the insanely high amount of loading time and slight amount of lag, this was one of the most fun levels I have ever played. Interesting and well time challenges were just awesome. Didn't try the minigames because scared of loading times.
Graphics: 4/5 The graphics in this level often were very great but sometimes also pretty boring and flat.
Other: 2.85 --> 2.75/5 -0.5: Total of 5 crash warnings throughout the level and sometimes there is lag.
+0.1: Nice usage of disabled stones
+0.15: Firballs are awesome
+0.1: The green platform in the Exit section which speeds up and slows down is just so.. cleverly done.
Overall: 16/20 If it wasn't for the insane loading times and those rare but bad looking moments this would have easily gotten 17+ points from me. The rest of the level was just great.

Kamikaze Chasm by Karyete
Fun: 8.5/10 This level had a nice variety of different challenges and different uses of the flame tower. It could sometimes use even more variety in challenges and a more unique one.
Graphics: 3.75/5 The graphics were pretty nice, but there were some parts which either looked too flat or didn't have enough decoration.
Other: 3.25/5 +0.4: A bit of loading time
+0.1: The idea with the bigger flame towers coming out after a small flame tower warns you is nice.
-0.25: The mini flame tower in the last section (next to the unblossomed cave tree) which is there for decoration... well, with the expectation that I have to jump on it and reach the next rock I jumped there and fell down. What I want to say, not really your best idea.
Overall: 15.5/20 A nice short level.

Deep Secret Paradise by lordpat
Fun: 8.75/10 Don't be confused when I say another water level, I played MoD's before this one :P But holy ♥♥♥♥ another awesome water level in this LDC, where the ♥♥♥♥ was Avo? You combined underwater sections and platforming in a nice way without making the level too easy. The use of the invisibility star in the 2nd level was nice too, only annoying thing in that level was the sometimes too high jumps out of the water. I have the feeling it's random how high Mario's jumps are and I needed many to get the 2nd star.
Graphics: 4.75/5 Holeh shat. That graphics. Reminds of a mixture out of Cave of Memories and Void Dimension. Very nice. But sometimes I have the feeling that the cave tiles are a little bit too flat.
Other: 3.4 --> 3.5/5 +0.4: Almost no loading time and no lag.
Overall: 17/20
Very nice Cave/Water level with almost perfect graphics.

Quicksand Cave by Zebtrestalala
Fun: 8.25/10 To begin with the positive stuff, I liked the beginning and almost everything else after getting out the first section with lots of sandfalls. The level had a great variety of nice challenges. Especially up to the first rock pipe I enjoyed the level very much. The sandworms in the next section were a nice challenge once again, except for the one in the horizontal passage (--> Other). The sandfall section was a bit annoying for me actually, because there weren't more coins than needed. Yes, of course this increases the challenge and makes the level more interesting, but I just didn't like it. The path to the Turbo FLUDD was fun, I liked that the player had to ride on the sandworm to go further. The boss after that was okay. For me the boss was a slight bit too fast. The rising block section was bug heaven, especially the fact that the Thwomp blocks the path at the end and when having only 2 wedges of the life bar left you die. I liked the idea of having to switch between the two FLUDDs. The section after that was pretty fun again, except for one bug (--> Other once again).
Graphics: 4.5/5 The graphics were actually quite nice, even without a large amount of plants as decoration. Rocks and great cave formations were nice too. Sometimes it just felt a bit empty, especially in the parts which have tiles from the Desert tileset.
Other: 3.5/5+0.45: Almost no loading time and no lag at all. YAY
-0.1: Jumping in the quicksand section (with the Turbo FLUDD) can result in entering the next transition too high
+0.4: Text is nice
-0.1: The 2nd sandworm is missing a block.
+0.25: Even if about 30% of them don't really work like they should I liked the sandworms.
-0.25: The worm in that small passage were you have to dive at the end in the small hole to avoid the worm... you still can get squashed.
+0.1: Even if about 60% of them don't really work like they should (or are just stupid ♥♥♥♥♥ :3) I liked the idea of sandfalls
-0.25: After the rising block section the 2nd dangerous sandfall is impossible to pass, at least for me. Using Hover FLUDD Mario just jumps without an end and doesn't seem to get through the small hole to the next rock.
-0.25: Same section, the sandfall at the end which would normally should be the only save one kills me instantly even with full life.
Overall: 16.25/20 A very nice level with cool ideas but also a too big amount of bugs.

Cave Chasm by CaptainAmerica2
Fun: 6/10 The level was quite nice actually, but often it either was too easy with all the power-ups or there were too many coins.
Graphics: 2.75/5 First, there often was very very bad placed water. 2nd, the amount of decoration was good, but there were too many flat tiles.
Other: 1.35 --> 1.25/5-0.3: 1 crash warning, a bit lag
-0.35: Using 1 block high gate blocks often results in squashing.
-0.15: Floating signs
-0.2: Using 1 block only to avoid players destroying blocks underwater which should only be destroyed by stomping with metal stars.
-0.5: You fall down directly when entering section 3 and this is pretty unfair.
-0.05: Time maze lasts way too long, wing cap is unneeded
-0.1: Unbricked level transition at the end
Overall: 10/20 Well, yeah. The level wasn't too interesting, but also not too bad.

Sliverfall Cove/Marina Ruins by MoD
Fun: 8.5/10 I played lots of water levels and Sliverfall Cove surely is one of my favorite. The usage of water is nice, especially in combination with various items in tiles. It wasn't too long or too short and not too easy or too hard. Marina Ruins naaaaaaaaao.
The auto-scroll room was a nice, but the fact that the blocks don't stop at the end makes it a bit annoying, cause when being stuck because of a glitch or so and being on the left side of the auto-scroll room, it's nearly impossible to get out because the blocks go back. The boss fight. I somehow liked and hated it. It was a bit too glitchy, mostly because the blocks make the game glitch when moving at a too fast speed. The Bullet Bills were pretty annoying, but also were a great help. The thing with the invisibilty/metal star glitch: You didn't have to use it.
Graphics: 4.5/5 The graphics are nice, but it sometimes was a bit flat or not decorated enough. The boss looked great, just like his room.
Other: 3.5/5 +0.25: Star coins/1-ups hidden in good places.
-0.05: Almost invisible water cut-off, but it's there.
+0.1: Dat cross-check-point-system.
-0.25: You can get squashed in the 1 block high gate.
+0.45: Hardly any lag and very short loading time
Overall: 16.5/20

mdabjukerwjmlkfbkjqewmjmewk by KevinOC
Fun: 7.5/10 holy ♥♥♥♥ that level was so ♥♥♥♥ awesome somehow, probably because of stupid text on stupid signs of stupidity. Also awsm boss thar, bestest I has ever tseen
Graphics: 0.5/5 Er, self-explanatory actually :3
Other: 3.3 --> 3.25/5 No. +0.3: No loading time, a bit lag
Overall: 11.25/20 Holy ♥♥♥♥ if you would make a... normal level for a LDC with the same humor you would definetely get a nice amount of points. Maybe even a LDC medal. But I guess that day will never come. :P

Volcove's level by Volcove
Fun: 9.5/10 Yes, this level is indeed very hard. But I think it wasn't too hard, the level was pretty fun. Except for the flame towers I enjoyed the level a lot and didn't want to stop play the level. There were lots of nice ideas you used. It was nice to have such a... tactical level. Especially the beginning was interesting.
Graphics: 4/5 The graphics were also pretty good. It had a dark and mysterious feel with the background tiles. But the flametowers and the Bullet Bill cannons weren't always timed perfectly and so it made the level even a bit unfair.
Other: 3.75/5 +0.25: No lag, but loading time
-0.1: Flametowers and Bullet Bill cannons not perfectly timed.
+0.5: All those different types of block monsters... wow.
+0.1: Dat end.
Overall: 17.25/20
This level was very great and uses lots of different elements without having too much. I enjoyed this level very much and I think I have to play Into the Depths now.


Score list (no order):

  • CrazyMario: 12
  • Triple J: 16
  • Karyete: 15.5
  • lordpat: 17
  • Zebtrestalala: 16.25
  • CaptainAmerica2: 10
  • MoD: 16.5
  • KevinOC: 11.25
  • Volcove: 17.25

Re: 21st LDC Overall Results!

PostPosted: November 13th, 2012, 12:28 am
by KevinOC
....

Joke....?

Re: 21st LDC Overall Results!

PostPosted: November 13th, 2012, 3:44 am
by KABOOM
Well, I tried...

Re: 21st LDC Overall Results!

PostPosted: November 13th, 2012, 5:02 am
by -BY
I guess, my stuff could turn out well if I finish it. That gives me even more motivation to finish my 22nd LDC entry ASAP.
So can problems be fixed early enough and I have some time to polish my entry. It's nice that people liked the autumn atmosphere I tried to create with. To Volcove: Hmm. I guess you dislike the theme I choosed. But I personally think that every theme is possible in the LD. I used the volcano tiles for the 'muddy' effect and the stones just to make it more interesting for the design of the level overall. Despite that, I think it looked like autumn. At least a bit. :3

Congratulation to the 6 finalists. (I think we all knew ampli would win) :)
Gonna give my best in the next LDC then.


ByEdit:
Volcove wrote:- I don't normally bring this up, but the choice in alternate themes is especially powerful and suiting for both parts, adding to the ambiance significantly. +0.25
:D
I gonna love this quote now.

Re: 21st LDC Overall Results!

PostPosted: November 13th, 2012, 5:12 am
by Nwolf
But I judged Kevin's level like I judged every other level :<


btw, gonna add my judgings in a few minutes

Re: 21st LDC Overall Results!

PostPosted: November 13th, 2012, 8:35 am
by lordpat
*cracks fingers*

Time to rant Buff's judgings to hell 8-)

Re: 21st LDC Overall Results!

PostPosted: November 13th, 2012, 8:53 am
by MessengerOfDreams
... Sigh, Nnnnnn! You're supposed to round to the nearest quarter goddamn it! With all the things in other and fun and graphics. We've gone over this sooooo much!

Re: 21st LDC Overall Results!

PostPosted: November 13th, 2012, 9:49 am
by Nwolf
Oh yeah :3

Re: 21st LDC Overall Results!

PostPosted: November 13th, 2012, 10:08 am
by lordpat
Mr.Buff wrote:Lordpat

Fun: 4/10
Little platforming, but the water parts were done fine. The decoration was completely overdone which made it much harder to see what was coming up, enemy placement was off with them being annoying rather than added interest. Your water part wasn't too fun, with very little to do and the maze being particularly troublesome.

Graphics:2.5/5
I appreciate the effort you've made with your decoration, but it comes across as badly done. There's too much of a clash between the trees and the cave. Solid tile work.
Other: 3/5
Nothing else that hinders or adds to the level

9.5/20


1) "Little platforming" What do you mean? Underwater plattaforming is also plattaforming btw.
2) "The decoration was completely overdone which made it much harder to see what was coming up" That was made on purpose, and honestly, I think this is what makes the level. There are a huge amount of levels that do stuff like this in many videogames.
3) "enemy placement was off" We discussed this before, didn't we? The shy-guys were not badly placed (I used the original game, as an example), and you said there was no cheap cheap abuse (correct me if I am wrong, but you said "prefect ammount")
4) "Your water part wasn't too fun" "but the water parts were done fine." I smell contradiction here.
5) "with very little to do" Nope, it was linear, but there was stuff to do there. I did not put the insible stars there for nothing.
6) "the maze being particularly troublesome." Explain yourself. Personally, I never thought of this bad at all.
7) "it comes across as badly done. There's too much of a clash between the trees and the cave." Not because something is rare it means it is not good.
8) "Solid tile work." Not enough explanation here, but I guess it is not needed.

Re: 21st LDC Overall Results!

PostPosted: November 13th, 2012, 10:15 am
by MessengerOfDreams
Alright. Hey mods, if you could refrain from medal giving until I do the recalc, that'd be great. I don't I don't think there'll be any major shifts, but seeing how close Zeb and Volcove are there could be a switch.