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Clockwork Fortress.

PostPosted: September 12th, 2015, 6:51 pm
by epicbird391
Clockwork Fortress.
Bowser has created a fortress with one purpose in mind: the protection of a Shine Sprite he recently stole! It is up to you to make your way through the castle and retrieve it before Bowser notices your presense in the fortress, and comes to get you!

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Super Mario 63
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Re: Clockwork Fortress.

PostPosted: September 14th, 2015, 7:42 am
by Jumbo101
This level is terrible. Horrendous graphics, lacks more scenery, and the gameplay isn't fun due to the large amounts of lag. I didn't even bother collecting all the 1-ups. I hope you play-tested this before releasing this monstrosity. I give this a 1/5. However, if you take more time to work on your levels. It wouldn't be so bad.

I know this is your first level. And I don't mean to be harsh. But take a tour around other levels and see how they make their levels.

Re: Clockwork Fortress.

PostPosted: September 14th, 2015, 8:12 am
by Supershroom
Hey Jumbo, you should try on both developping the problems on a level and not using overly-harsh words like "terrible". Such words aren't very constructive, and especially since this is a person's first level, try to be more concrete when saying that the graphics are poor and what exactly the problem is. In this case, it's the dissonant, transition-less crossover from the outside to the inside and the misuse of lava tiles which aren't covered on the bottom side (case of cutoff / tile misuse), and a bland fortress structure overall.

Might add a few more comments later.

Re: Clockwork Fortress.

PostPosted: September 14th, 2015, 6:06 pm
by Jumbo101
Yes, I know. I just get a little carried away sometimes.

Re: Clockwork Fortress.

PostPosted: September 20th, 2015, 10:17 am
by epicbird391
Yes, the graphics aren't as good as they could be, but i'm not the one who made the tiles in the level creator. If i could get some feedback on the quality of the gameplay, that would be appreciated. :)

Re: Clockwork Fortress.

PostPosted: September 20th, 2015, 10:31 am
by l.m
epicbird391 wrote:but i'm not the one who made the tiles in the level creator


ohhhhhh #rekt

Re: Clockwork Fortress.

PostPosted: September 20th, 2015, 4:56 pm
by Jumbo101
Lol. :P

Re: Clockwork Fortress.

PostPosted: September 21st, 2015, 12:36 am
by Supershroom
epicbird391 wrote:Yes, the graphics aren't as good as they could be, but i'm not the one who made the tiles in the level creator. If i could get some feedback on the quality of the gameplay, that would be appreciated.


Well, your gameplay is fairly good. Nice platforming in general, but being a bit short and too many signs stating the obvious. Of course, the lack of atmosphere (come on, this isn't worth to be called a fortress) also impairs the gameplay experience. Overall, 6/10. The level also lags because there are too many enemies within the same transition (you should have either less enemies or a transition splitter).

One sign wrote:If you're having trouble, feel free to use the editor to create a checkpoint by moving the spawnpoint, but you can only make checkpoints where there are platforms like the one you're standing on now.

No. That's an invitation to cheating. We don't wanna have to replace the start position by ourselves in order to beat the level. You place the checkpoints just like the checkpoints in the main game - put a hidden pipe at the start, aim it at the place where the checkpoint is, and place a sign there describing where the pipe is. Profit!