GENERAL COMMENTS FOR ALL CONTESTANTSI write these having completed all of the judging, so a few remarks:
Firstly, thanks to all contestants for participating. It has been a pleasure playing through all of your levels, and in general I applaud you all for what was largely a good bunch of levels.
Secondly, a few critiques that applied to many levels that I wish to emphasize here:
- In terms of the fun judging criterion, my two biggest complaints were 1) Challenges felt uninteresting and/or generic and 2) More difficult challenges proved more frustrating than fun. For those of you for whom the former critique is applicable, I highly recommend playing through the levels I rated most highly to help you find the inspiration to devise more interesting and original challenges in future levels. For those of you for whom the latter critique is applicable, keep in mind that if your challenges took you a while to master, then they will almost take the judges and other players even longer to master given that they did not design the challenges themselves and thus may not recognize the mechanisms behind their successful completion. So even if your challenges seem a little too simple and straightforward for your standards, remember that you have the advantage of understanding how they work since you built them, and that for the judges they may be perfectly difficult and fun.
- In terms of the graphics judging criterion, my biggest complaints did not have to do with blatant problems such as cutoff, floating tiles or items, etc. For the most part, you all did a great job avoiding these pitfalls, and you all should be commended for it. My biggest complaint tended to be that the feel of the tile and/or item placement was very generic and failed to leave much of an impression. Again, I encourage those of you for whom this critique applies to play through some of the higher-rated levels graphically to find the inspiration needed for you to develop your own unique visual styles.
- Always be sure to test your levels thoroughly to find and identify any instances of problematic lag or glitches. A good number of you lost critical points because of stupid errors that could've been easily caught and remedied.
Lastly, if you have any questions about my comments on your individual levels, feel free to PM me, keeping in mind that there were a lot of levels here and I may not remember specific sections of every level, nor will I necessarily go back and look through them.
Good luck to all competitors and I look forward to seeing who ends up winning once the other judges' scores are taken into account.
MICrophone
Weedy-Bush World - Triple J
Fun - 3/10
While the level is visually appealing, and I did generally like the open exploration feel of it, I unfortunately had a hard time enjoying myself as I played through the level. Many of its challenges (particularly certain jumps and the timings of certain switches) simply require such a fine level of precision as to make completing them very frustrating, especially since it is hard to determine what the best strategy is in the first place. One challenge was so hard that I had to consult with the level's creator to see if it was even possible. His explanation of how to complete the challenge (an early jump on the second screen) involved spinning into a koopa and using the shell in mid-air to help boost the jump. While I admire the ingenuity behind that solution, it is way too specific to be fun to solve and is not remotely obvious. It might have been more fun if there were hints as to how to complete these challenges in the level so that half of the battle is solved for you. Some other problems: While I do like the open exploration feel as I said, in such open levels signs or other indicators of the proper way to go would've been helpful at times. There was also a fair deal of lag in the first and third screens.
Graphics - 4/5
All of that said, the level looked very nice. Creative combinations of tiles and items really contributed to the open exploration feel that I liked so much, and it felt fresh and original in terms of appearance.
Other - 2/5
-1 for lag
Total - 9/20
You had some great ideas here and visually you're a pro. Next time try to walk the line between challenging and frustrating on the former side a little more so as to be more fun for the player, and be sure to use transitions or else decrease item use in order to reduce lag. One thing I might suggest is that the inclusion of Fludd on this level would've reduced frustration significantly while keeping the level fun and still rather challenging (given short switch times and the like).
The Quest for the Jungle Emerald - 1018peter
Fun - 7.5/10
I have to say, I really enjoyed playing this for the most part. Though ultimately a relatively straightforward platformer, it was made very well and contained enough creative challenges to be really engaging. In particular, I liked the idea of using plants as obstacles themselves; not sure whether or not you were the first to do this or if others have done it in my absence, but either way you mostly used them well. The one exception to that is the orange flower plants. Though I thought using them to access new areas was cool (and in fact the trick you used is one I've used in some of my old levels), the ones that caused instant death were more annoying than anything else. In general I think instant death traps are a cheap way to die. It's also why I didn't like the "bad" ending; it would be one thing if there was some clue as to which way was the right way, and then if you chose wrong that's your fault as the player. Instead, it's really just random chance. Kind of a letdown to make the wrong choice on chance alone. Lastly, the "boss," or third trial room, while visually very impressive and intimidating, was kind of lame for two reasons: 1) You could just keep reading the sign for 30 seconds and sort of cheat the system that way and 2) If you didn't cheat, it was pretty frustrating not dying. There wasn't much ingenuity to avoiding the flames, as opposed to much of the ingenuity we saw in the rest of the level. But I harp on the downsides when really, given how much this level got right, it deserves praise more than anything else.
Graphics - 4/5
The graphics were really quite nice. The level was pretty consistently visually appealing - in particular I enjoyed the third part's graphic style and the visual design of the boss. The only thing I blatantly didn't like was the floating water in the first part.
Other - 3/5
None.
Total - 14.5/20
Despite a few flaws, this was a very satisfying level. Nicely done.
Rage time.
DARN IT I ACCIDENTALLY HIT THE RESET BUTTON AFTER FINISHING UP AMP'S REVIEW AND NOW I'VE GOT TO REDO IT ARGHHHHH.End of rage time.
Black Jungle Run - ~MP3 Amplifier~
Fun - 8.5/10
You bemoaned that this was an unusually simple level for you, but when straightforward platformers are done this well, they're always a treat. It was challenging at times but not frustrating, which is key to creating a successful platformer, and your rich visual style makes the experience all the more pleasurable. You don't receive perfect marks because I did feel the beginning was a little slow; things got more interesting once I got past the first screen or two.
Graphics - 4.5/5
As alluded to earlier, you have a unique and inventive visual style that is incredibly appealing. Your use of the flora, rocks, and other related decorations is truly exemplary. My biggest quibble is that the outdoor portions, though rich with decoration, felt a little sparse in terms of coins and enemies, especially towards the beginning. Perhaps you held back because you had concerns about lag, but using the standalone level designer I had no lag issues so I would've liked to have seen a little more done there. Also, I had mixed feelings about the floating water, but it fit in aesthetically more so than in other levels I've seen so I guess I won't dock (heh, water related pun) you further for that.
Other - 3/5
None.
Total - 16/20
If you were concerned that this level was not going to be ambitious enough for my tastes, you were sorely mistaken. Hats off to you for an excellent level.
Into The Forest - youssef
Fun - 3.5/10
This straightforward red-coin level simply lacks any real challenges or unique platforming to be particularly engaging, and is far too short given how little of interest was packed onto each screen.
Graphics - 2.5/5
The only obvious graphic problem was a little water cutoff towards the end. My guess is that you placed the item okay but unfortunately the water appears higher in gameplay than in the designing mode so you have to place it a little lower than you actually want it. Not sure if you played through your finished level before submitting it but you should always do so to look for things like that. However, while there were no further problems, the level was overall fairly plain visually. Your use of flora and other items was pretty decent but your tile usage had far too many straightedges and rectangular tile structures to be particularly interesting in comparison to some other levels.
Other - 3/5
None.
Total - 9/20
You have some things going for you, namely the general lack of graphic flaws and reasonably good item use, but try and be more inventive and come up with some more creative and engaging challenges for future levels.
Enter the Ice Forest - Creeper46
Fun - 0/10
This level had more problems than my Vector Calculus textbook. The level basically is an enemy spam level, the sort of level that would be fit for removal from the old SM63 portal back when I was a Level Mod. I'm going to link you to the
Level Posting Rules, which while admittedly in need of a lot of work (hint hint Level Mods), nonetheless may prove useful for future levels. Basically, to sum up: You should never make a level solely centered around an absurd number of enemies cluttering up the level. It creates a lot of lag and simply isn't fun to play.
Graphics - 1/5
No blatant tile cutoff that I could see (though there were so many enemies on screen I could hardly see much else), but the transition between tilesets was very abrupt, and the tiles employed only straight-edges. As for item use, the enemy spam was a major problem both for gameplay and aesthetic quality, and there wasn't much interesting going on with other items used.
Other - 1/5
-1 for lag
-1 for enemy spam
Total - 2/20
Please refer to the Level Posting rules before posting future levels so you know what sorts of things to avoid (including enemy spam). I also would suggest playing some of the previous contest winning or placing entires to get a sense of what sorts of techniques are employed in quality levels so you can more easily improve your own.
The Secret Gate to Shadowstream - WindMasterArceus
Fun - 3/10
This was another level that simply was too straightforward and lacking in any real challenge or creativity to be particularly enjoyable.
Graphics - 2.5/5
No cutoff problems that I could see, and your tile usage, though not impressive, was somewhat varied. But the terrain felt very sparse. More flora, rocks, other directions, and enemies would made this level more interesting visually.
Other - 2.5/5
-0.5 - What was the deal with that warp pipe that just led you to the next screen? You literally could just walk over to the next screen…block that transition off and the pipe at least has a meaningful purpose, albeit not a particular interesting one. Maybe it was meant solely for decoration (although that seems unlikely given that you specifically programmed it to bring Mario to the second warp pipe), in which case you should've used the version of the warp pipe that doesn't actually warp you anywhere.
Total - 8/20
Shamelessly copied and pasted from one of the levels above, with some minor modifications: You have some things going for you, namely the general lack of graphic flaws and somewhat varied tile use, but try and be more inventive and come up with some more creative and engaging challenges for future levels.
Underground Jungle - yurimaster09
Fun - 7/10
You had some interesting platforming challenges and a neat visual feel that made this a good deal of fun to play. The lag in the first part did detract a little bit from my enjoyment of the level, however, and the second part's main shine sprite was a little too simple in comparison to the first part for my tastes. I do not factor the secret sprites into my grading as highly as I do the main shine sprite, but the added complication in getting those sprites was more satisfying than the main shine sprite.
Graphics - 3.5/5
For the most part, I liked you visual style very much. My biggest objections are: 1) A deficiency of coins in certain sections, 2) Some tile cutoff between grass and brick tilesets, and 3) The general sparseness of the shine sprite screen in the second part.
Other - 1.5/5
-0.75 for lag in the first part
-0.5 for the koopa shell not being bumped up as intended when hitting the switch, rendering the level impossible without modification. I understand what you were trying to do and feel like it should've worked, so I'm not penalizing you too severely, but this and my next point should serve as a reminder to always test your levels thoroughly before submitting.
-0.25 for secret shine glitch from the left door. Your positioning of Mario's warp point through the door had his head too close to the tiles such that the game interpreted it as Mario being transported into the tiles; it's response was to just bump me back to the previous screen, rendering that secret shine inaccessible. Because I do not factor secret shines as highly, you didn't get off as much for this glitch.
Total - 12/20
Overall, this was a pretty solid level that was pretty fun to play due to its creative challenges and nice visual style. You lost a few key points due to lag and glitches that were not thoroughly checked out before submitting; checking your levels more thoroughly in the future will benefit you.
Foreverest - Dtroid
Fun - 6/10
This level was fun, but not consistently, and not as much as I'd like. I enjoyed some of the challenges but felt other portions of the levels were fairly generic and uninteresting. Visually the level was not particularly engaging either. I did think the teleporter gimmick at the end was kind of neat, even if its mechanism was fairly obvious.
Graphics - 2.5/5
The graphics were not bad, and I don't recall any particular flaws, but in general you rely too heavily on flat ground or otherwise rectangular tile shapes. More varied use of tiles would make the level more interesting visually. Item use better but you didn't frequently combine items in such a way as to be particularly appealing. Ultimately the level just looked pretty generic visually.
Other - 1.5/5
-1 for lag in the prologue (due to excess Bullet Bills), severe lag in death trap described below, and minor lag in other portions of the main level
-0.5 for death trap glitch. This is with the three adjacent pipes in the main level that warp you up through the tiles. You felt compelled to use some sort of glitch with a platform in order to make a sort of automatic warp, and it would've been cool except unfortunately all it did was trap me in the tiles, slow my frame rate to like 3 rps, and kill me. So that was kind of a minus. Once again, playing through your level thoroughly may have made you aware of this glitch.
Total - 10/20
This level was fun to play, but was graphically rather generic and had some lag and a major glitch that cost you some points. Try working on developing some more visual flair and watch out for lag and glitches and you'll fare better next time.
Thoughts - supermario123
Fun - 2.5/10
In terms of gameplay, I found the level to be fairly underwhelming. You basically walk across the ground, killing enemies as needed, jump across a sea of clouds, killing enemies as needed, then walk through a cave, dodging flames and killing enemies as needed. It's very simple, very generic, and not that much fun. In a level so dependent on its story, however, gameplay can sometimes take a backseat if the story is good - I think back to Demonik's 4th LDC entry as an example. Unfortunately, the story, as you ironically put it, "may not make sense but sounds wise." While it sets up an interesting mystery about Mario's memory issues and isolation in a forest, it really doesn't resolve anything ultimately. So the story didn't really make up for the gameplay.
Graphics - 2.5/5
The level didn't have any blatant flaws, but both tile and item use was pretty generic. Lots of straight regions of tiles - be they flat ground or hills - and decorative items were not used consistently enough.
Other - 2.5/5
-0.5 Minor lag
Total - 7.5/20
This wasn't a bad concept, but next time try to come up with a more engaging gameplay, a better developed storyline, and a more interesting visual flair.
Infinite Folly - KevinOC
Fun -

/20
Biggest buzzkill of a level ever. Trololololol
Graphics -

/20
Utter crap. Trolololololololol
Other -

/20
-

Trolololololol
+

Thought provoking sign
Total -

/20
Trolololololol
Frozen Forest - JSlayerXero
Fun - 6/10
Its primary gimmick - the invisibility necessitating traveling through cages only - is undeniably clever. No idea if you came up with it on your own or if it has been done before, but either way, it is used to challenging effect without being too frustrating. Unfortunately, this level kind of felt like a one-trick pony, lacking in any other particularly interesting challenges. The gimmick was good enough of its own accord to make this a fun level, but it could've been a lot more.
Graphics - 3/5
No apparent flaws, although unfortunately your primary gimmick required that you have cage tiles floating in the air all over the place, which aesthetically doesn't look very natural. Because it was sort of necessary in order for you to achieve what you were trying to do with the gimmick, I'm not deducting much for that. Additionally, however, your tile and item use felt pretty generic, without much in the way of particularly interesting tile structures or item combinations.
Other - 3/5
None.
Total - 12/20
This was a decent level, held up by one particularly strong gimmick. If it had been integrated into a more complete level featuring other engaging challenges, it would've been better.
Floating Forestry - Cyvern
Fun - 7/10
For such a short level, this proved to be unexpectedly challenging and fun. The Goonie flight was very well done; very challenging but not so frustrating as to not be fun. And a pleasant visual feel made this all the more challenging. It's a pity that you gave up on developing the level further, because it could've been really great. As it stands now, the ending is pretty abrupt and unsatisfying.
Graphics - 4.5/5
You used tiles fairly creatively to create neat looking floating islands, and you used items consistently and to good visual effect. My one complaint is the lack of coins throughout the level, more for visual pleasure than gameplay purposes.
Other - 2/5
-1 for obviously giving up on the level. It would've been better if you hadn't left that sign at the end expressing your frustration; it rubs off on the player. Better to have lied and said something uplifting and make the shortness of the level seem natural, or else not left a sign at all. Also, I guess you never got around to planting the hidden shine sprite? I scanned the entire level and didn't see it.
Total - 13.5/20
Really solid level, missing greatness only because of its abrupt truncation.
Twilit Forest - KABOOM
Fun - 7.5/10
This was a lot of fun to play. Its maze-like structure was well constructed and engaging, and the platforming challenges to get some of the coins were fun and interesting. It could've been even better if some of the challenges required to reach some of the coins were more interesting (particularly on the left side) and if some of the dead ends (also on the left side) had had at least some reward, be it a 1-up, a blue coin, something.
Graphics - 4/5
You really did a superb job making the most out of the jungle tileset, with consistently unique floating islands and ground tile patterns. I also generally liked your item use, although I felt that portions of the left side felt a little sparse and could have used more enemies, coins, and perhaps some flora and rocks.
Other - 3/5
None.
Total - 14.5/20
Very solid level that could've been a little better if the left side had been as strong as the right.
Ardam - The Magnificent Forest - DarkBlaze
Fun - 7.5/10
I very much enjoyed playing through this level. Though not particularly hard, the unique visual style kept things interesting and many of the platforming challenges were neat reenvisionings of old tropes. I also liked that for several sections, there were "rescue pipes" so you could redo those sections rather than having to start the level from scratch if you screwed up. I kind of wish you'd done that for some of the other more challenging portions of the level. The lag did take away from my enjoyment of the level somewhat, and though your arrangements of gameplay sections and challenges were imaginative, I feel that you could've been even more imaginative at times.
Graphics - 3.5/5
As alluded to earlier, you have an unquestionably distinctive visual style that felt very refreshing compared to the generic visual feel of many levels in this contest. That said, in your quest to be unique I often felt you may have made decisions that didn't end up looking so good; I frequently didn't like the way you intermixed grass and volcano tilesets and had some other quibbles here and there (what was with those strips of water in that one screen?). But the creativity of it all was enough to carry the level visually, and even though I took off points here for tileset cutoff issues and the like, the visual feel did enhance the amount of fun I had playing the level and boosted your fun score above.
Other - 2/5
-1 for lag. Just because you warn me that it's coming doesn't make it excusable. I see no reason why you couldn't have thrown in a few more level transitions that surely would have helped reduce the lag.
Total - 13/20
This was certainly one of the more interesting levels that I've played for this contest; next time, try and refine your visual style to reduce tileset cutoff and give the level a more even feel, and see if you can't come up with even more creative gameplay challenges. Also, watch out for that lag!
Tarzan Mario - Americankid
Fun - 2.5/10
This level is incredibly simple, lacking any interesting challenges of note. You go along killing enemies as needed, jumping over flames a few times, spinning onto safe land over a chasm and passing through a cage with an invisible cap placed directly next to the cage. And that's about it. Not a lot of fun to play through.
Graphics - 2.5/5
I didn't see any blatant cutoff issues or anything like that, although I'm not sure I loved the way you stacked the plants in many cases. But overall your tile choice and item placement were very generic, with lots of straight sections of ground and plain-looking decoration with limited enemies.
Other - 3/5
None.
Total - 8/20
Try using some of the levels I rated more highly as inspiration for creating more compelling challenges in your future levels. You might also consider drawing on these levels to help you develop a more distinctive visual style.
Penguin Forest - CrazyMario
Fun - 2/10
I recognize that this really was meant only to serve as an introduction to the main level, which was never completed. So this low score should not serve as a reflection upon your abilities. But as should be obvious, this level was incredibly short and lacked any real challenges to make it interesting.
Graphics - 2.5/5
Very generic tile and item use, a recurring issue in this contest that is described in more detail in other comments.
Other - 3.5/5
+0.5 I laughed at the penguin's line about the tree on its head. I'm not really sure why I liked it so much but you get a half point for it.
Total - 8/20
Not a terrible score for an incomplete effort.
Keel's Hatred and the Jungle Sprite - Ayrayen
Fun - 9/10
Wow. The sheer size and spectacle of this level is truly awe-inspiring. Despite its length, it never feels tedious however, thanks to consistently fun and creative platforming challenges (even if many of them rely on simple mechanisms), an impressive attention to visual detail, and an engaging story. (One of the very few times I felt when playing a level that the story actually fit into the setting of Super Mario 63.) My only major objection was that the boss didn't seem particularly fresh, given that a bullet bill time trap had already appeared twice earlier in the level, and thus wasn't as fun as it could've been. Two other minor quibbles I recall at the moment; you neglected to seal off a wall through a horizontal transition to the left of the shine sprite in Part 4, and I'm not sure why there wasn't a shine sprite at the end of the last level, unless I missed something.
Graphics - 5/5
Sure, there might have been one or two minor graphic slip-ups, but in such a huge level I can forgive a mistake or two. Overall the attention to detail was superb. The block tilesets on which you most heavily rely are notoriously limited due to the lack of curved shapes, but my goodness, you really make the most of it, giving the level a very authentic temple feeling (or at least, as much as is possible in SM63). And your item use complimented your tile use very well. Excellent job.
Other - 3/5
None.
Total - 17/20
This was a truly spectacular level. If I recall correctly, you said this was your first entry since the 4th LDC (and indeed, that sounds about right, though I wasn't around for the past eight or nine contests). It has honestly been so long that my memory of your old levels is pretty vague, but based on what little recollection I have, this is clearly your best level and a remarkable return to the level designing game after such a long absence. Though I probably won't be around to see it, these forums would gain a lot if you opted to stick around and continue designing, but if not, this is a wonderful last legacy (hah, more pun) to leave behind. Well done.
Aeroforest::Initiation - Killswitch
Fun - 8.5/10
This level was a blast to play for the most part. The challenges you've created are both inventive uses of simple designs and also extremely well constructed. It's a pity that you didn't get a chance to finish the second part, and I wish you'd removed any signs referring to the artificial apocalypse as the level would've felt complete and satisfying of its own accord. I will say that a few sections walked the line between challenging and frustrating a little too closely, but for the most part this was consistently fun.
Graphics - 4.5/5
Occasionally I felt there were portions where either the tile use was too generic (and I'm not talking about the sections relying on block tiles, which I recognize are quite limited) or the item use a tad too sparse (be it lack of yellow coins, flora, etc.) But for the most part the graphics were very nice. You balance your creative use of tiles and items quite well.
Other - 3/5
None.
Total - 16/20
Excellent level. Well done.
Plant Sky Pathway - Nwolf
Fun - 5/10
For the easy pathway, the challenges were somewhat fun but not particularly creative or interesting. Sure, part of that may be because it was pretty easy, but one can still make challenges creative and interesting with minimal difficulty. As for the hard pathway, I have no idea what was going on there. Did you not finish the level? I got the first three red coins but saw no way of reaching the fourth, and taking the two rotating blocks out to the spinning wooden platform, it seemed like a dead end. Surely there was more intended to be there? In any case, I enjoyed what was there of the hard pathway considerably more than the easy pathway.
Graphics - 3/5
Though I liked your item use a fair deal, your tile use was kind of sketchy. You had lava cutoff, and the tile casing for that lava looked strange floating in the air. Also for the switch block portion, the flame thrower and other items looked strange floating in mid-air until you hit the switch.
Other - 2/5
-1 Unfinished hard pathway
Total - 10/20
I recognize that this was a rushed entry, and see that this could've been a much better level had it been completed, but even with what's there, I see room for improvement with your tile use and in creating more interesting easy challenges. Not bad but I think you can come up with better given more time and imagination.
Skill Testing Forest - Puroo Kumar Roy
Fun - 3.5/10
Most of the tests were fairly unoriginal and uninteresting. They would've worked better if that had been integrated into more fleshed out challenges, but as the centerpiece of the level they left something to be desired. The final challenge was mildly interesting however as was the Turbo Fludd challenge.
Graphics - 2/5
Very generic tile and item usage; see similar comments in other reviews for further details. Also, your level suffered from the flickering tile glitch, which obviously wasn't very visually attractive in the level.
Other - 2/5
-1 Level rendered impossible due to flickering tile glitch blocking the shine sprite. Thorough testing of your level should've uncovered this very common glitch, which could've been fixed very easily.
Total - 7.5/20
Shameless copying and pasting from another rating: Try using some of the levels I rated more highly as inspiration for creating more compelling challenges in your future levels. You might also consider drawing on these levels to help you develop a more distinctive visual style. Also, be sure to thoroughly test your levels before submitting them so as to avoid missing glitches such as the one present in this level.
Dark Jungle - ChaosYoshi
Fun - 5.5/10
I did enjoy portions of this level quite a bit, and found a few of the challenges to be engaging (those infernal ceiling spikes!). However, others challenges felt very simple and generic, a feeling reinforced by the similarly simple and generic visual design.
Graphics - 2.5/5
As alluded to, the tile placement was very generic, featuring lots of straight edges and rectangular structures, and the item placement felt similarly generic.
Other - 2.5/5
-0.5 The bombing section, which, while I appreciate that there was some in-level justification, was sort of enemy spam (although I guess you could argue that there weren't enough enemies to really qualify as spam). Either way, it did lag up my level a little bit.
Total - 10.5/20
You had inspired moments; try and devise more of those in future levels while also developing a more distinctive visual style.