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Re: ~The Third 25quared Contest~

PostPosted: April 28th, 2014, 1:39 pm
by NanTheDark
You gave Yuri a higher score than to me?

:cry:

*runs off to cry to a corner*

Nah jk it's ok. :3

Re: ~The Third 25quared Contest~

PostPosted: April 28th, 2014, 1:40 pm
by MessengerOfDreams
I missed the "Amp is too generous" train.

Re: ~The Third 25quared Contest~

PostPosted: April 28th, 2014, 1:42 pm
by ~MP3 Amplifier~
I know I'm liek so weird, and yet MoD I enjoyed your level, but when it came down to judging it I just found details that pushed the score down. Tbh with fun it was mostly that annoying switch, haha. But now I feel bad because you actually could have gotten 5th. :o

Re: ~The Third 25quared Contest~

PostPosted: April 28th, 2014, 1:44 pm
by MessengerOfDreams
5th, 6th, who gives a ♥♥♥♥, I placed and that's all that matters.

Re: ~The Third 25quared Contest~

PostPosted: April 28th, 2014, 3:04 pm
by ~Yuri
judgings: show
The Sinking Sand Tower
By 1018peter


Gameplay: 7.25/10
This level was really fun. The simple concept of climbing in the falling blocks to avoid the quicksand was someting I loved. Kinda of remembers me of Suyo's entry for the 2nd 25quared. The jumps in this level require a lot of precision, but the fact the blocks are going down, and you have to go up helps a lot in your jump's height and also in the precision when landing. However, this level is also frustating in some parts. In the beggining for example, you don't give the player enough time to react, making it impssible to clear the level in a first playthrough. Another issue I see in the level, is that it's way too short. It's surely the smallest level in this contest, and you could have used more of this concept.


Graphics: 3.25/10
Not bad. It seems you did your best to make it look fine. However, some parts didn't look fine, such as the final parts. The background did fit well with the level, however, I think you could have used background tiles to give more of an interior feel, and a little bit of a ruined feel too. You could also have used buried decoration in the sand, to make it actually look like quicksand. Eh. I don't have too much to say about this one.


Other: 3.5/5
+0.5 No lag or loading time.


Overall: 14/20
Good level, however, you could have used more of this concept, and put more decoration.


Radial Runner
By Triple J

Gameplay: 6/10
Firstly, I'd like to point out this level hardness. Yeah, I think I was only able to beat it one time. Starting with the time you give to us. The switch gives you only 90 seconds, and the power ups also don't give you enough time. Then the flames. The fact the blocks also burn you annoyed me a lot, specially when you are with the invisibility cap, as you'll keep jumping and jumping when touching the flames and the blocks, and even getting stuck sometimes. However, ignoring all this frustation, I think the way you make us progress through the level is somewhat inventive, and it'd have worked really well if you gave more time and reduced a bit the frustation.


Graphics: 2.5/5
Eh. It looks confusing, and somewhat unfitting in some parts. the decoration was somewhat nice overall, the vines and the cave plants looked ok, but the cave spores in the pipes looked strange. The random floating lava mini cubes also looked awkward, and I think you could have used less stalactites in the upper cave tiles, as not only they interfere with the gameplay, but also look ugly. However, despite these flaws, I liked some of the graphics, such as the central tiles, and I liked the idea of using a really small book as the base of the mushrooms.


Other: 3.25/5
+0.25 No loading time, but a little bit of lag.


Overall: 11.75/20
Well, what caused the low score was the hardness, and the somewhat confusing graphics. I think when making this level, you could have at least increased the time you give to the player. This would probably make up for it.


Unorthodox Cube
By *Emelia Kaylee


Gameplay: 8/10
Loved the concept of this level. Even if being linear, it made good use of the space. I found it really fun, and I don't see many flaws in it. However there are still some. The upper part for example, if the player jumps when the block is furthest to the left, he'll be pushed by the block to the lava, without any chance to escape after getting damage, resulting in death, and forcing the plaer to restart the level. Some parts also weren't so fun, such as the bullet bill one. But the flaws were too few, and I loved the gameplay of this level for most of the time.


Graphics: 3.5/5
This level looked fine. The tiling didn't look flat or boring and the decoration was placed nicely. the background tiles were well distributed, and you put them in the places they were supposed to be, without the switch tiles ruining the patterns. I just feel that even if the decoration was well placed, there could have been a little bit more, and it could have been more distributed through the level, as there were some parts with mored decoration than others.


Other: 3.25/5
+0.5 No lag or loading time.
-0.25 I think the ingame music was unfitting... The underground theme not only would fit better with a temple, but would also give a more fitting in-door atmosphere.


Overall: 14.75/20
Wow, pretty good. I think you should design more often.


Easter
By ~MP3 Amplifier~


Gameplay: 8/10
This level was good. The way you progress through the level is fun, and I liked the story. Personally, I liked how the gameplay happens around the tree, and liked the simple platforming you put in it. However, there are some little flaws I noticed. The blocks in the upper left part sometimes don't synchronize correctly, making it harder to climb and get the star that's above them. But it was a fun level.


Graphics: 3.5/5
Definitely not the best I saw from you, but it's ok. The decoration was well distributed, and the tiling overall looked good. I personally liked more of the decoration of this level than the tiling, which in my opinion, didn't look so good. A thing I don't like so much in this level is the tree. The trees in it's top didn't look like leaves, and the bottom with the cave tiles looked a bit like cutoff. I must also complain a bit about the "eggs", that didn't really look like eggs. I think snow blocks woud have looked more like eggs.


Other: 3.5/5
+0.25 No loading time, but lag in some parts.
+0.25 Good story.
-0.05 Sometimes, the bunny looks somewhat glitched, with it's eyes outside the head, and his mouth not centered. Won't take many points for this one, as it's just a small error.

Overall: 15/20
It's a good level, but I think it needs some fixing.


Switchblade Station
By MessengerOfDreams


Gameplay: 8.5/10
Found it really fun, despite the hardness. I like how you don't simply get the stars and then just jump to get the sprite, but you also have to pass by another path in order to get get the sprite without dying. the stars overall weren't so hard ot get. Maybe you could have increased a bit hte time of the switch above one tree, as sometimes you can't get to the star in time. The story also was very fun to read, and it really added an extra atmosphere to the level. I don't see any game breaking flaw in this level, or anything that could detract my fun with this level. Well done.


Graphics: 2.75/5
The tiling in this level was surely not the best I saw, but it still looks nice. I think you could have combined the gray tile with another, to make it look better. However, the cave tile did look nice, without looking flat. The decoration was placed very nicely, but I feel you used more decoration in some places than in others, such as the lower-left part. but despite these small flaws the level looked fine. Not something astounding, yet it doesn't look bad.


Other: 4/5
+0.5 No lag or loading time.
+0.5 Fitting music.


Overall: 15.25/20
Very well done. By the way, I don't think it's your worst level.


Pen
By Oranjuice


Gameplay: 3.5/10
Well... In terms of gameplay, this level was flat. No platforming, only walking, jumping in some enemies, and nothing else. But I understand that your point in the level wasn't the "fun" itself, but the hidden story, and I kinda of appreciate a level like this. You made it so people can interpretate the level in their own way, which is good. It's well done for what you have.


Graphics: 3.75/5
I liked it. It looks really simple, yet it also looks beautiful. In the beggining you can't see much decoration, only some tiles here and there, and some small stuff. Then you advance. and you can see more decoration and tiling. It looked somewhat flat inside the house in comparison with the outside, there's even a little bit of cuttoff, but it still looks nice. The water bottles were a nice touch, as well as the books in the right side.


Other: 3.25/5
+0.5 No lag or loading time.
+0.5 Good story. Liked how you didn't tell it with signs, but only with the scenary itself.
-0.5 It's way too short.
-0.25 What's with this ingame music? It's completely unfitting with the level, and doesn't give any atmosphere.


Overall: 10.5/20
Not so bad. I see your focus here was the story, but I think you should have input platforming. even if being only a little bit.


World 1337-Kaizo
By Harmless


Gameplay: 3.5/10
Yeah, it's a kaizo level, and I know it's supposed to be hard, but it had more frustation than fun. No, that's not supposed to happen in every Kaizo level, I know lots of really fun kaizo levels, but I don't think this one was fun at all. The platforming in this one was somewhat boring, and there are lots of errors I want to point out. starting with the beggining, it took me a while to discover how to do the jump. Secondly, that upper part with the penguins, if you press down and can't enter the pipe, and the penguins don't move near to the fire, you'll get stuck betwen them until you restart the level. Thirdly, it's really easy to cheat in the part with the koopas and the shy guy, by only jumping in the fire, and then going to the upper spot, skipping some parts of the level. However, despite all the frustation and problems, I can see some clever concepts, and a little bit of innovation in there, such as the beggining parts.


Graphics: 1.75/5
Eh. Sorry, but this level looks just horrible. The tiling for most of the time don't fit with each other. I mean, ice... with red tiles? You could make it so it looked only cold, with freezing water instead of lava, to ke it a bit more of sense. Unfortunately, I have to say the same thing about the decoration. I also don't think the decoration fits well with the level. These tree bases randomly scattered through the level pretty much don't add so much of an extra feel, and is even unfitting sometimes. An example of how the decoration seems unfitting and ugly sometimes, is the part with the tall mountain rocks and the switch and the the turbo FLUDD above them. These even look like cuttoff...


Other: 4/5
+0.5 No lag or loading time.
+0.5 Good, and fitting music.
+0.5 Even despite all the rage and frustation I had, I can see lots of effort here.


Overall: 9.75/20
Ouch, it hurts me to give a score like that to you. But the main problem in your level is in my oppinion, the graphics. It could have been a neat level, not so good, but it would turn out being a decent one if you fixed most of it's errors.


Downfall
By Raiyuuni


Gameplay: 7/10
Well, this level is somewhat confusing for the first times you play it. I knew I had to push the shell to the lava and such, but after this, I couldn't figure out what to do. I tried to push the shell to the breakable blocks, tried to pass by the fire that blocks the shell path from the player, but wasn't successful in any of those tries. I could only figure out what to do after you showed that video in the chat, and I don't think I'm the only one who could only beat the level after watching the video. After this, however, you provided some good moments. The whole searching for the stars was fun, and the way the player progress through the level is inventive. The only other problem I see in my opinion, is that you leave few space for the player's jump in some areas, and also leaves few time for the powerups sometimes.


Graphics: 4/5
It looks quite good. I liked a lot of your tile choices, and liked how you mixed the cave tiles along with the normal ones. Also liked the background tiles, however, there are some few parts where they look like cuttoff, like the one with the background tiles above the breakable block, after you break them. The decoration fitted quite well too, and I feel you used it well, without making it look flat, or overused and repetitive. However, there are some flaws, such as the lower part with lava, that looked a bit like cuttoff. But there are really few issues here, and I still personally think it looks really well.


Other: 3.5/5
+0.5 No lag or loading time.
+0.5 Fitting music.
-0.5 That part in the beggining with the shell. It's really hard for the player to figure out what to do in it for the first time.


Overall: 14.5/20
It's a good level, but it needs a little bit of fixing, specially the shell part. Yes, the freaking shell part got me stuck for many times.


Bullet Bill Factory
By Star King


Gameplay: 8/10
Really fun. Loved playing through this level. I like how this level is scattered through smaller parts, even if being only 25x25. The whole red coin searching is really fun, and I find it a good idea to make it 100 coins, as the player pretty much have to lots of parts many times to check if he caught all the coins, and this is a thing I personally like. But my personal favorite in this level, is the way you organized the bullet bills. You made it so they weren't actually a threat in this level, they actually even helped you. There are some parts with some small glitchs that you probably didn't intend to be in the level, like in the breakable block part where the player is supposed to spin in the upper bullet bill to destroy the block, the player still can easily ground pound. But this is probably the only glitch I saw, and I think this level is very well done.


Graphics: 4/5
Amazing. Loved the tiling through the whole level. The synchronizing betwen them is just perfect, and the many different tiles you used added a frantic like feel. Not only the tiles, but the items, specially the pipes also helped a lot in this. I liked how you used the mansion tiles, and then placed the pipes over them. However, there were some parts where the tile starts confusing the player a bit, such as the upper left part, where it was a bit confusing to know if the lower mansion tile was solid or not. despite this, the tiling was really well done. The decoration also is very well scattered, and for the first time, I'm glad it didn't have much decoration, because if it had a little bit more, it wouldn't look like a factory.


Other: 3.75/5
+0.25 No loading time, but a little bit of lag in some parts.
+0.5 Fitting music.


Overall: 15.75/20
Great job. This was probably the best level in the contest, and I'm sure it'll do well in the LDC.


Horizon Heights Zone- Act 3
By MegaR


Gameplay: 7/10
I found this level to be rather enjoyable, very fun and simple platforming, but the problem of this level is the shortness. I feel it could have been used more of this concept, like a silver star searching, just like you did with the first Horizon Heights level. I could clear the level in like, 30 seconds. And I also noticed some glitches. When you stay in the right corner near the thwomp, the thwomp can send you outside the level, resulting in instant death. Also, sometimes when you are betwen the upper left flipping platforms and the wall, it crushes you, and also sends you outside the level.


Graphics: 2.5/5
The graphics in this level is rather simple. The tiling looks somewhat good, however, I think you could have used a bigger selection of bricks and of grass blocks too, as it felt a little bit bland. About the decoration, I think you placed it lazily, as you just scattered trees around, without even editing their angle or anything. But a thing that really looked strange in my opinion, was the green block near the end. That's why I think you should have mixed a bit the tiles, like green tile with the blue tile, so it wouldn't look so out of place.


Other: 4/5
+0.5 No lag or loading time.
+0.5 Liked all the music choices.


Overall: 13.5/20
I feel that if you put more effort and time in this level, it could have gained a better score.


Cross-shadow Heat
By Nwolf


Gameplay: 6.5/10
The ideas in this level are good, I like the whole shadow crossing concept, however, I just feel it's lacking a bit in execution. First flaw, is that it's really easy to catch the stars without jumping in the platforms, and having challenge at all, by just jumping in the fire. Secondly, it's pretty much impossible to clear the level without getting hurt, specially in the upper right part, where you pretty much synchronized the flames in a way the player can't get past by it without getting hurt. The bullet bills also doesn't help, as in the lower star it's impossible to get past of them without getting damaged. However, I did have some fun in this one, despite it being hard.


Graphics: 2.5/5
It looks somewhat confusing, with these shadows kinda of ruining the level's atmosphere... The background looked good, not looking completely flat, still only using one tile. However, I liked the small portion with tiles. The mixing of the two tiles looked good, and fitted really well with the background. Also, I feel this level is nice the way it is, without decoration or anything. The main problem I see, are the shadows overlayering the fire in the upper right portion, making it look awkward.


Other: 4/5
+0.5 No lag or loading time.
+0.5 Great music.


Overall: 13/20
Hard, yet somewhat fun. I just feel you could fix some things in your level.


Pain and Suffering
By Venexis


Gameplay: 8.5/10
I don't know why the title is "Pain and Suffering". Really, I actually found this really fun. Maybe it's a bit repetitive, but it is really fun. Not so hard as it seems, just some tricky jumps, and sometimes it's almost impossible to get the stars without getting hurt, specially the upper ones. The platforming itself is good, the blocks movements definitely add good platforming, and are used in a good way. However, they are a bit glitchy too. The blocks in the left side sometimes pushes the player outside the level boundries, resulting in instant death, as well as the lower ones sometimes. Also, sometimes when you get the sprite, the blocks will push you to the hole in the center, and the player will not fall in the platform at the center, but in the little gap in it's side. Despite that, it was rather enjoyable, and didn't feel short. Well done.


Graphics: 2/5
Well, definitely not something with good looking, but it's still somewhat fine. I dislike the fact there's only one tile through the whole level, making it look somewhat boring. The advantage you have with this however, is that the level will not look too full, but it unfortunately makes the level look flat. You could have used some background tiles, that wouldn't mess up with anything in the level. There's no decoration, and I'm actually glad there isn't. The block movements however, make up for this flaw, as it's somewhat entertaining to look at them.


Other: 3.75/5
+0.5 No lag or loading time.
+0.5 Good block usage.

Overall: 14.5/20
Good level, however, I feel it's lacking a bit of graphics. Some background tiles would probably make up for this.


Urban Climb
By NanTheDark


Gameplay: 8/10
Really fun. I overall enjoy playing fast paced levels, and this one wasn't an exception. Good platforming, and like the whole concept of ascending to get the sprite. Not too hard, even easy actually, but still really fun. The achievements were surely a good idea, and added an extra challenge to the level. However, I see an horrible flaw in your level: the shortness. Yes, I know you made it so the player could clear it really fast, but it ended up being a really short level. Maybe you could have used silver stars or something, because even if they were going to ruin the speed paced feel, at least it'd make the level a bit longer. But it's still fun nonetheless, and I can't see glitches anywhere. Good job.


Graphics: 3/5
Some of the items doesn't seem like constructions... like these mushroom bodies all over the city. I think you could use iron platforms or background tiles instead of the mushrooms... The castle like constructions didn't look like constructions, they looked more like houses. You could have used other background tiles, as this kind of tile doesn't give the feel of a grand city with tall constructions and such, just makes it look like generic houses. Despite this however, the level looked good. specially the bottom parts, with all the plants, the background tiles, and the boxes. loved it. Maybe if you kept this graphical style through all the level, with more tiling and more decoration you'd have a better score.


Other: 4/5
+0.5 No lag or loading time.
+0.5 Very Fitting musics, almost all of them add a fast paced atmosphere, specially the main one because it was the one I suggested which is what you wanted to go for.

Overall: 15/20
I think this level will give me a good competition. Heh. Curious to see how it's going to turn out :3


Counter Clock
By Volkove

Fun: 7.75/10
The concept of this level is incredible, and very well executed. I like how you must get 100 coins, and still rushing against the time to get them. I loved the gameplay in the beggining. However, there's a problem in your level. It's really difficult to get some coins, the ones that stay in the corner of the blocks specially. It doesn't help that when the block is moving up, your jumping height decreases. Another thing I don't like here, is that sometimes even when you get all the coins and the sprite appears, the player not aways can enter the door. The blocks ends up pushing the player, and it ends up depending of pure luck entering the door. Another glitch I noticed, is that if you press down when you are above the far left platform, the block will push you outside it's boundries. Other than these errors, this level was really fun.


Graphics: 3/5
The graphics were decent. The tiles in the backgrounds did fit really well with the clock feel, and looked really good too. However, I feel the blocks didn't fit so well. I think you could have used more of an yellow scale, with pyramid blocks, and other kind of clock blocks (the block number 5) would fit better. There's no decoration, but I feel it wasn't needed. I think however, that you could use some tiles or iron platforms to fill the empty gaps outside the blocks. Don't see cuttoff anywhere.


Other: 4.15/5
+0.5 No lag or loading time.
+0.65 The music fits amazingly well. The whole rushing and insanity feel the music gives is awesome. Giving you a bit more points than the others in this one because I feel your music was probably the most fitting in the contest.


Overall: 14.9/20
Good level with a great concept, but it needs some fixing.



Overall Scores:


1st: Bullet Bill Factory- Star king (15.75)
2nd: Switchblade Station- MessengerOfDreams (15.25)
3rd: Easter- ~MP3 Amplifier~ (15)
3rd: Urban Climb- NanTheDark (15)
4th: Counter Clock- Volkove (14.9)
5th: Unorthodox Cube- *Emelia Kaylee (14.75)
6th: Downfall- Raiyuuni (14.5)
6th: Pain and Suffering- Venexis (14.5)
7th: The Sinking Sand Tower- 1018peter (14)
8th: Horizon Heights Zone Act 3- MegaR (13.5)
9th: Cross-shadow Heat- Nwolf (13)
10th: Radial Runner- TripleJ (11.75)
11th: Pen- Oranjuice (10.5)
12th: World 1337-Kaizo- Harmless (9)


Never thought I'd manage to win in this LDC, there were many great entrants, but yay, I did it!

Congrats to all the other people who also placed, and to these who didn't too, I liked a lot of some levels that didn't place. And even if I didn't like so much of the levels, I still think these are going to be a good step in order to improve in your levels. Good Job people!

Re: ~The Third 25quared Contest~

PostPosted: April 28th, 2014, 5:55 pm
by Harmless
Wait wait wait.

After re-reading the judging scores I noticed a few odd things...

MK, no, there was no forced damage anywhere in the level. The beginning dive was not luck. Just precision. The distance is a little off though and I will agree graphics was not the level's strong point.

Re: ~The Third 25quared Contest~

PostPosted: April 28th, 2014, 10:02 pm
by Nwolf
I got the top right silver star without getting damage :>

Re: ~The Third 25quared Contest~

PostPosted: April 28th, 2014, 10:34 pm
by *Emelia K. Fletcher
The Parakoopa is unavoidable, and SM63's movement mechamics are so unpredictable it may as well be luck

Does it really matter?

Re: ~The Third 25quared Contest~

PostPosted: April 28th, 2014, 11:18 pm
by ~MP3 Amplifier~
I've read all your judgings, and I have to say thank you. I am very sensitive to criticism usually, but for some reason I love reading my improvement points here. I think the reason I feel so bad about my style is because my levels have been rushed and I've deliberately thought "ah this sucks but lol" while I've made it.

I might have an SM63 break, and instead join the next LL contest, so I can actually get back in a decent state of mind and finally work on something I have belief in.

Re: ~The Third 25quared Contest~

PostPosted: April 29th, 2014, 4:43 am
by 1018peter
Yurimaster,I would like to know how to add fancy decorations in a level pretty much made out of moving blocks,that would be really helpful because non of the background tiles actually move.