Cloudy Temple in The Sky & Mystery Ruins in The Grounds
by Supershroom
Gameplay: 9/10
I seriously like it. I like how you put a lot of concepts together, and made them all work really nicely for you. The evil bricks, and the bowser tiles were really cool additions, but they could have been used more both in the first and the second level. The way you progress through the levels is pretty neat as well: I love how in the first level you had to enter the temple, to then go outside of it, to then return to the same place but being able to reach a higher section of the temple. Really neat. I like the speedrunning challenges, and the length of the level was just right. The only real problem is that there were some parts that were tricky to a point that you had to include signs for the player to actually be able to make it through. But really solid gameplay you got here, nonetheless.
Scenery: 4.5/5
Wow, amazing. I seriously, love the decoration schemes, mostly the twisted trees that were used really nicely. But for me, what stood out the most was the tiling. Damn, what an amazing job you did here. The parts of the levels where there were bricks on them were simply fantastically made. In fact, it's so fantastic that it makes the grass parts look pale in comparison, which is the only reason I'm reducing some points from you here.
Miscellaneous: 4/5
+0.5 The music choices were pretty good. I especially liked the LDC only songs, since you took a real risk choosing them, as they were some pretty unusual choices that actually fit well.
+0.5 I love the amount of secret/extra 1ups this level has. it adds quite a bit of challenge.
+0.25 For the really handy signs.
-0.25 A lot of loading time.
Overall: 17.5/20
Really great job, Shroom. You seem to keep getting better everyday. It's just incredible how fast you have improved. Heh.
Superfluous Landscape
by Emelia K. Fletcher
Gameplay: 6/10
Well, there wasn't a whole lot of gameplay, and the level did feel a bit too short. Not much platforming. Mainly walking around, taking the sling stars and reading the story. Which by the way, was a pretty different take, yet a very nice narration; I'll admit it put me to think quite a bit :P. It added a lot more to what would have been pretty bare, and would pretty much have no meaning at all otherwise.
Scenery: 3.5/5
You got some pretty nice combination here. I like the way you did your tiling, twisting around nicely, so it never looked too flat. While the lower sections didn't quite fit with the theme, the upper sections could make up for it. The decoration is pretty good as well. You got some pretty unique scheme going on. I like the way you did the long vines, and that big tree made out of green and pink ones.
Miscellaneous: 3.75/5
+1 The narration was really, really unique. I actually like how this levels references itself (or the creator), and even drops us a hint of hidden content while doing so.
+0.25 The hidden signs were by the way, a nice touch.
-0.5 The level was indeed way too short. I feel you could have put more length into it, or just used better the space you got there.
Overall: 13.25/20
The level was nice and pretty unique, but I think you could have your concept to work even if you had some more gameplay going on your favor. Some more platforming, and more length overall could have made this a lot better.
Leaves from the Vine
by MessengerOfDreams & Star king
Gameplay: 9/10
Man, I'm impressed. Well, I shouldn't be. It's a collab between MoD and SK. But the huge variety of gameplay in each level, and the various changes to represent how level designing progressed were fantastic. From a simple 2009, to a 2010 where LDers were still discovering glitches, to a 2011 where LDers used more storytelling, and starting from 2012, where the LDers finally started using the full potential of SM63. The gameplay was so varied between each level that it never really felt repetitive, and felt unique at every section. From silver star hunting, to mini bosses and speedrunning challenges, this level was awesome. If I had any really big complaint, it would be that the bullet bills could be really, really annoying sometimes. But really guys, fantastic job.
Scenery: 5/5
Gosh, amazing. Of course, mixing both MoD and SK's styles, what could even go wrong? The tiling variety, the amazing decoration, the unique schemes, pretty much everything. That tree with skeletons, the houses on the final level, and that Mimi mini-boss just show how much variety there is here. Astounding.
Miscellaneous: 4.25/5
+1 I love what you guys wanted to do with this level. Paying a big homage to the level designing, and what an awesome one in fact. You tell everything as if it was one big story, not just a tribute telling the story of Level designing. Great job.
+0.5 For fantastic music choices.
+0.5 For the really awesome bloss fight.
-0.25 For not disabling the "blood" before the boss section. It was pretty easy to skip it with the Rocket FLUDD.
-0.5 For some unfortunately pretty high loading times, and lag in some sections.
Overall: 18.25/20
Wow, fantastic job you two. This is certainly a top contender for WITBLO15. But again, what else could we expect from a MoD/SK collab?
The Forest of Illusions
by ChaosYoshi
Gameplay: 4/10
First of all, I'm moving the start position to the actual start of the level to judge, because for me it seems like you have misplaced it. The gameplay could have been better at the beginning. It was pretty unintuitive being stuck somewhere until you have the idea of zooming out. The other parts feel pretty similar to each other, with some ok platforming, but some things that hinders my fun a bit. The fast moving blocks and platforms really damage the gameplay, and I'd like to point out that you should be using spikes more carefully. In fact, the one spot they are used is nearly impossible to pass by without being damaged. That being said, the further mansion section of the level is much more enjoyable than the previous ones. The platforming inside is more fluid, and I like the skelegoon trap, even though it's not exactly new. Overall, there's a lot that hinders me from having fun in some parts of your level, which could have been much better had you executed these concepts correctly.
Scenery: 3.75/5
You certainly put effort in this section. I like how your levels is full of trees, and variety, adding a lot of life to your level, making it really feel like a forest. The mansion though, was kinda disappointing. You could have used more tiling, and even a bit of decoration would have been welcome inside and outside. The mansion is still in a jungle after all.
Miscellaneous: 2.5/5
+0.5 Good alternate music
+0.25 The way the player progresses through the level with the level transition trick is nice, and I actually wished it was used more often.
+0.25 Secrets. They are always nice because they add quite a bit to the gameplay.
-1.25 But, there are a few things I need to point out that are unforgivable. Your level has glitches that prevent the player from completing the level, and that can unfortunately mean only one thing: Lack of playtesting. The spikes for example: They are almost impossible to pass by without being hurt. Or the arrow at the beggining, how is the player supposed to know it's needed to zoom out? Or the tree with a platform in the section after the one with the spikes, how should we know we are supposed to jump on it when we can't in all the other trees? But the worst for me, which is what made me reduce so many points, is that at the end, the level was almost impossible to complete. why? because even though we could jump on windows, there's nothing telling us that there's a invisible block for us to jump on and progress. I could only complete your level once I looked into the LDer mode.
-0.25 Lag in some sections.
Overall: 10.25/20
This level had potential. However, you must remember that for a level to work, you NEED to playtest it. And it's recommended that you have other people to test it as well, because then you will know if there's a concept that needs to be explained in your level.
Marshmallow Meadow & Stratos Lookout
by 1018peter
Gameplay: 8/10
First of all, I have to say I love your platforming style. It's quite fluent on these levels, and it just has your style all over it. However, this score could have been higher, haven't you based half of your level on the cloudy platforms. It's really hard to step on them, and not a good hard, a frustating hard. once I got past by those sections though, the level was a blast. I liked a lot of the way you progress through it, the amount of concepts you introduce in both, and I absolutely loved your boss.
Scenery: 4.5/5
I LOVED the plateau tiling scheme there. It's so unique, beautiful, and it's something I've never seen pulled out before. The second level though, is not as good as the first graphical wise, and the main reason for me is that when you merge blocks with cloud platforms, it's impossible to not have cuttoff. The decoration though, was pretty nice, and placed well through the levels.
Miscellaneous: 3.5/5
+0.5 For really well hidden secrets, and some that actually require skill to find. They are quite well placed.
+0.5 For the boss. It may not have been your best, but I appreciate the effort you put into it.
+0.25 The alternative music isn't quite good... But it's there, and it kinda fits considering the theme is grasslands. Not an overwhelming choice though.
-0.5 The second part barely fits with the theme. Remember, the theme is grasslands, and the second level seemed to be almost entirely based on the cloud theme.
-0.25 A bit of lag in some parts.
Overall: 16/20
You did a good job with these levels. There were some things you could have fixed to make the level better, but overall, I'd take the risk, and say your level is the best I've seen from you so far. Keep up the good job, you are on the right track!
Butterfly Hills
by Harmless
Gameplay: 7.5/10
I like it. I simply adore the way the player needs to progress through the level. Having to get the FLUDDs, and then being able to get the red coins with them is a really awesome idea, in fact, way better and more creative than simply having the player to collect them. The platforming was ok. Not really spectacular, with new tricks or anything, but not lacking either. I feel like you could have used more red coins, but other than that it's a very nice,and easy level, which is not bad at all considering the amount of hard ones we got this LDC.
Scenery: 3.5/5
It was ok. The tiling did not feel flat, but it could have used a bit more of variety. The decoration felt well displaced, but your level could have used a bit more of it in some parts. Again, not spectacular, but certainly not bad either. There are some things that did feel out of place though: The wooden boxes and the black brick ones for example.
Miscellaneous: 4.25/5
+0.5 For the secret Shine Sprite. It was really well hidden, and required quite some thinking to find it.
+0.5 Alternate music was pretty good.
+0.5 I really loved the way the player needed to progress through the level. Very unique.
-0.25 A bit of lag in some parts.
Overall: 15.25/20
There's not much that is really outstanding or super unique in this level, But it's good for what it wants to be.
Metal Field
by Megar
Gameplay: 8/10
It did feel pretty good. really fluent, a bit fast paced, and not extremely hard. There's one problem though: The clock at the end, at first I didn't know what I was supposed to do because since the clock was always rotating, I could never see there was a clock there, until looked in the LDer mode. either way, waiting for the clock wasn't really fun. Another complaint I have, is that the level did feel a bit too short. But overall, it's good. I also like how you didn't put bottomless pits for instadeath, instead, you used superfast flipping platforms, which I like a lot.
Scenery: 4/5
Pretty good, did not feel flat at any time, and the way you mixed the mechanical and the grasland themes was simply fantastic. The tiling did not feel boring at any point of the level, nor did the decoration, which was also placed pretty well. Good job.
Miscellaneous: 3.25/5
+0.5 Pretty unique usage of the theme. Never saw any level pull this out before and execute so well.
+0.5 Mechonis Field <3
-0.25 The lag really ruined the level.
-0.5 Again, the level did unfortunately feel a bit too short :/
Overall: 15.25/20
It's a nice, short level. But there are some things or two that need to be fixed.
Clockwork Fields
by Karyete
Gameplay: 8.5/10
Good concept you got there. There was a good mixing of jumping, and dodging flames/bullet billes here. The concept you used were pretty good, and they felt really well executed as well. I like how some sections are quite puzzling, but are pretty doable too. I also like the extra speedrunning and collect all coins challenges, the really add that replay value.
Scenery: 4/5
I like it. You mixed the clockwork and grassland themes really well. The inside of the clock did not feel empty, and actually fit with the rest of the level, being full of vegetation inside. The only thing that looks out of place to me is the lava. I feel like you could have used other elements instead to fit better the environment. But overall, pretty good job.
Miscellaneous: 3.5/5
+0.5 Good alternate music.
+0.5 I really like the extra challenges. Again, they add a pretty good replay value.
-0.5 Major loading times and lag issues, with one crash warning and the level sometimes running at 10fps.
Overall: 16/20
Pretty good, I gotta say. Could even risk and say this is your best work so far, based on what I played. Good job.
Singerboy's level
by you'll never guess who (singerboy41)
Gameplay: 3/10
Well, it was a pretty bare and unoriginal level. Another, amongst the millions and millions of Super Mario Bros World 1-1 remixes. Remember, these kind of remixes don't work well with SM63, especially considering it has different mechanics from those of SMB. You could at least have tried making an original, different level instead of a remix.
Scenery: 1.5/5
Well, there was decoration and I give you kudos for that. however, there are a lot of errors. starting with the Part 2 section. There's visible cuttoff right from the start, with the whole section looking like it was floating. another thing that bothers me a lot is that you put the secret cave area along with the second part; did not use a level transition or anything to separate them.
Miscellaneous: 2/5
-0.5 This level really needed more originality. SMB 1-1 remixes are really old and overused nowadays.
-0.5 It was really, really short. Somehow, it managed to be even shorter than the original SMB level.
Overall: 7.5/20
This level is really unoriginal, and was executed pretty badly. Have you gone for an original concept, or heck, even another remix (c'mon guys, we really need a SMW remake :3), your score could have been higher. try coming up with your own ideas next time.
Last Gloom
by BY (:3)
Gameplay: 8.75/10
Outstanding job here as always. The usage of space here is fantastic. In fact, the level felt longer than a lot others, even though they actually had considerably more length. I love the way you progress through the level, having to backtrack quite a bit to really find out your way. The platforming was fluid, and used some pretty unique concept as always. The only problem I see in your level is that the part where you need to dodge blocks surrounded by flames is quite a change of difficulty compared to the other ones.
Scenery: 4/5
Really unique. The tiling was pretty good, and I like the idea of the vines made out of grass, in fact, I think you are the first one to pull this concept out. The level had some pretty unusual use of fences as well, which seemed to fit really well into your level. The only thing that I dislike a little bit, is that the golden tileset does not seem to fit well at all with the vines, and the background tile choice seemed to clash a little bit with the rest.
Miscellaneous: 3.5/5
+0.5 Astounding music choices as always <3
+0.25 The secret 1UPs were pretty well hidden, and added quite a bit of the exploration value to the level.
-0.25 The secret Shine Sprite could have been hidden better though. In fact, for the first time I played, i found it even before I could figure out where the last silver star was.
Overall: 16.25/20
Great job as always. Wish more levels did such a good use of smaller spaces.
Messenger of Kingdoms
by FrozenFire and NanTheDark
Gameplay: 9/10
Good concept you got going for you here. It was nice travelling through the two kingdoms various times, and I love these changes you did everytime we traveled through both kingdoms. It gradually added some difficulty, but it also didn't push the concept over the top. It had some quite solid, and fun platforming, with just the right amount of difficulty. I also love the fact it has multiple paths to take, it adds a bit of replay value.
Scenery: 4.5/5
It was pretty good. I overall like your decoration choices, and the tiling was well organized. If there's something I specially love in this level though, are the houses. You used such an unique scheme for them, I simply love it. The only problem I can see with your level's decoration is that there are some layering issues here and there, but that's something pretty minor. Good Job.
Miscellaneous: 3.25/5
+0.5 Because I love your concept, and have never seen it so well executed before. Well done.
+0.5 Wow, what an incredible alternate music :3333
-0.75 The story was pretty good... At first. The whole concept reminded me A LOT of Dragon Quest, which kept me excited to see how you were going to twist it out. But... I was kind of disappointed from the second part of the level and on. I mean, the king suddenly becomes bad, and then the protagonist is poor, so he goes to the other kingdom because his king is mean? I think you should have introduced the fact he was poor from the beginning, and that he had a wife and she was pregnant. The ending was also pretty disappointing. The king from the mountain kingdom just traps the messenger for no reason at all, and then he simply dies? What about the curse? What was the curse, who was behind it, and why it appeared there? Seriously, this story could have been much better constructed.
Overall: 16.75/20
This level was great. However, if the story was better, it could have been even better. You have some great concepts in mind, you just gotta know how to execute them.
The Secret Meadow
by ~MP3 Amplifier~
Gameplay: 8/10
Your level was a lot story focused, but it certainly did not lack on the platforming section.The platforming could be nice at times, but it could also be pretty frustrating at times. The first platforms after entering the secret meadow for example, they go down way too fast after you step on them. It seems to be a recurring error too. Most of the platforms in your level move way too fast, and makes the platforming way too precise. But it overall still had some solid platforming, with some very cool ideas.
Scenery: 4.5/5
There's nothing I can complain about in this level, really. The tiling is amazing, the decoration is really, really unique; just what one could expect from an Amp level. The only thing I could even complain about is he waterfal, that doesn't really look quite natural. But since it's SM63, I'll give you kudos on that for at least trying :P. Great job.
Miscellaneous: 4/5
+0.5 The story was really awesome, specially when you already know it's an add up to Tearing Paper. Both stories connect really well, so good job. Buuut, the story can be pretty confusing for one who haven't played Tearing Paper at all. You could at least have linked to tearing paper in your post.
+0.5 For the fantastic music.
Overall: 16.5/20
Pretty good job. Indeed a worthy prequel of Tearing Paper.
Treasure Hunt
by Doram
Gameplay: 9.75/10
Gosh, this level was amazing. When you first said it was a maze, I thought it would be super frustrating, but damn, I was wrong. In fact, "Metroidvania" would be a better term to describe your level. And that's why I love it so much. I really, really love the whole concept of exploration. And you did a thing that just helped me to love even more your level: Told us to draw a map, to help with the exploration. Not only you had a really neat idea, but gave the level even more Metroid vibes, which of course, can only be a good thing. Fantastic job. I just am not giving you a full score because the level can be pretty confusing without the map.
Scenery: 3.5/5
Ok, this one might not have been perfect at all, especially because it was quite lacking at times. You could have used some more decoration, or even varieed the tiling a bit in some sections. But I like how there's not only one scenery here. You switch from grass, to cave, to a mountain, and you at least did a good job while doing so.
Miscellaneous: 4/5
+0.5 For the amazing idea of the map. Now I start to wonder if Metroid served to you as inspiration for this one :P
+0.5 Really well hidden secrets.
Overall: 17.25/20
Well, great job. This is certainly my personal favorite level from you, and you executed the concept better than a lot of other levels did. Now I wish there were more Metroidvania levels out there.
The Fiery Mountain Plains
by asdfmoviecaleb
Gameplay: 6.5/10
It was not bad. You did a good usage of flame throwers, and had some nice concepts going on. The gameplay happening behind the twisted plants so you are not able to see what is happening is something I actually never saw before, even though it's not that innovative of a concept, but kudos for that. The platforming can get a bit frustating though: there's a lot of precision jumping, and that is really annoying. There were some difficulty spikes at times, which hidered my fun a bit. Also, you could have told us that there was a silver star. Fine work, though.
Scenery: 3/5
Decent. I like how you mixed the fire and grass themes, but there are some problems. The fire part lacks decoration, and has a bit of cuttoff in it. the parts with the twisted branches hiding Mario did have a bit of cuttoff as well, but other than that it looks fine. The decoration is really well place in the grass segments, and the tiling is pretty good on these too.
Miscellaneous: 3.5/5
+0.5 Good music choice.
+0.5 Pretty unique concepts you had going in this level. Good job.
-0.5 Lag and loading time.
Overall: 13/20
You got some awesome ideas here. Just needed to know how to execute them. But good job nonentheless. You have potential, kid.
Grasslands Remix
by SuperPika999
Gameplay: 4/10
Simply way too generic. There was absolutely nothing different or special on the platforming here. In fact, it seems you weren't even bothered to edit the items from default (like the spinning platforms or the blocks for example). And you know how to edit items, since you did that with the flametowers. There's absolutely nothing special here, which would give you a score of 5/10, but the fact you put multiple paths at the end, while I like the idea, the shrine sprite is unreachable in the second part, which is what reduces your score to 4.
Scenery: 2.5/5
Definitely plain. It's boring, and lacks a lot. Decoration for example. You put some trees and bushes here and there, but other than that there was nothing most of the time. There was not anything that would reduce your score here, like cuttoff or floating items, but there's also absolutely nothing that could increase that score either.
Miscellaneous: 2.25/5
-0.5 For not allowing the player to finish the level if the path to the right was chosen.
-0.25 Unfitting alternative music. In fact, it doesn't fit with any of the various themes you put into the level.
Overall: 8.75/20
You have a lot to improve. But mostly, try to put more time and effort into the level, and don't forget: Playtest it A LOT to prevent any bugs from happening.
Grasslands of Tonrai
by Pugplays
Gameplay: 4.5/10
I was a nice, short level. there wasn't a whole lot of gamelay here, and the silver stars were pretty easy to find (especially with the Rocket FLUDD). There's really not much to say about this due to its shortness, but you should be aware that you need to rely less on precision platforming. Jumping on single falling logs isn't really fun. But overall, your score could have been higher if not for the shortness.
Scenery: 3.5/5
Good job with the decoration here. you made a pretty good use of it in the grasslands sections. It looked really nice, and it looks to me that you put a good amount of focus into it. The upper parts are not really that good graphically, but I'm aware there's nothing you can really do about it.
Miscellaneous: 2.5/5
-0.5 Unfortunately, for the shortness of this level.
Overall: 10.5/20
Certainly not a bad level. Looking forward to seeing more levels from you.
A Goomba Tale
by Jumbo101
Gameplay: 8.5/10
I seriously love the variety of gameplay there is in your level. The gradual difficulty there is as you progress through the level is really well made. I also love the length of your level. That might be the longest single level in this LDC actually. Good enemy placement, and very good platforming. Your idea of jumping over burning trees was really cool as well. Maybe the only thing I have to complain about is the flipping platforms, that can be pretty frustating to dodge sometimes, and the enemy placement was a bit of an annoyance at some points.
Scenery: 4.5/5
Really great job here. The decoration was placed really nicely over the level, and it did not feel empty at any time. The decoration you put felt fitting with both the cave and grass sections, so kudos for that. The twisted branches were used really well, and you did some really good use of other trees as well. Heck, not even bottomless pits felt empty :P. I also really love the tiling, it never felt flat at anytime, and you had some really good variety going on for you. From jungle ties, to grass to cave to a building, this level surely has a bit of everything. Good job.
Miscellaneous: 4.25/5
+0.5 For an amazing intro for the level. Seriously, never saw anyone do that before.
+0.5 For including a checkpoint right where it was needed.
+0.25 For putting some secret blue coins. Pretty nice detail.
Overall: 17.25/20
Wow, for your first time participating in an LDC, your level is simply astounding. Keep up the great job, because you'll go really far, kid.