Koopa's Challenges 1!

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Koopa's Challenges 1!

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Rate this Level: This Level was rated 3 times with an average score of 2.33.This Level was rated 3 times with an average score of 2.33.This Level was rated 3 times with an average score of 2.33.This Level was rated 3 times with an average score of 2.33.This Level was rated 3 times with an average score of 2.33.

Postby Ace567 » November 27th, 2015, 7:43 pm

Code: Select all
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Last edited by l.m on November 28th, 2015, 7:14 am, edited 1 time in total.
Reason: Don't forget to put your level inside [code] tags next time.
Ace567
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Re: Koopa's Challenges 1!

Postby Jumbo101 » November 30th, 2015, 1:22 pm

The level looks somewhat bland with just the same tiles, try mixing in more unique tiles. And the first challenge is literally impossible to pass without the fludd.
There are some lava cut-offs that make the level look bad. I strongly recommend covering the edges of the lava. I also suggest adding scenery to make the level look
less-boring. The level could also be extended a bit more. 2/5.

Just follow my advice and you'll become a great level designer in no time.
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Review of Koopa's Challenges 1!

Postby HickRanger » December 19th, 2015, 8:51 am

Jumbo101 wrote:And the first challenge is literally impossible to pass without the fludd.


...no it's not. You get the Metal Powerup and are meant to use the shell to cross.
You've made 50 levels, you should know this by now... :facepalm:

The first challenge plays well - about medium difficulty, good for the first challenge.
However, the water has cutoff at the edges. Lower the water and extend it on the right.
The flame towers are pointless (they do not hurt you when you are metal) as well.
The first challenge is ultimately bland - it lacks decoration and takes a little bit too long to be properly fun.

The second challenge is better - it's shorter and more difficult than the first.
I cannot beat the second challenge without FLUDD without getting hurt badly:
The gap between the second and third Koopa is too big, and you cannot jump on the Koopa Shells when they are in the lava.
(If you want the player to jump on something in the lava, try penguins.)

Jumbo101 wrote:There are some lava cut-offs that make the level look bad. I strongly recommend covering the edges of the lava.
I also suggest adding scenery to make the level look less boring.


This is accurate - the lava cutoff is not needed. The first row of tiles is barely visible, so the player cannot read KOOPA like you intended.
I recommend spelling KOOPA out with coins instead.

The third challenge is oddly easy. If you just use the flame towers at the bottom, you can get across fine, provided you didn't touch the lava more than once beforehand.
This illustrates a lesson all us hard level purveyors should know - if you ever put more than is needed, the player WILL abuse it.
The flame towers were good decoration though. That challenge was also nice and short.

The fourth and last challenge is pretty good - I like the idea and will probably steal it, in all honestly. :twisted:
The idea of invincibility stars forcing you to stay in the lava for a bit is a new one. However, it has two problems.
First, players who have fallen can use the lava to get back up and continue, even if they did not get the Invincibility Star.
Secondly, cutoff. There is massive lava cutoff here. Even at the end. Lava cubes aren't a good choice - I personally use bricks.

Jumbo101 wrote:The level could also be extended a bit more. 2/5.


I disagree with this statement. The level is a fine length. I give this level 3/5 because the gameplay is good and hard, and it is fun to play.
To improve the level, you only need to fix the problems I've described above - if you do so, I would give the level 5/5.
Your issues are mainly graphical, which isn't hard to fix. Just make sure there's no cutoff and try the challenges yourself to make sure there's no possible abuse.

Jumbo101 wrote:Just follow my advice and you'll become a great level designer in no time.


Jumbo101 is just plain wrong. You are a great level designer, because you've got down the most important thing in a level - gameplay.

In short, your level is like haggis - it doesn't look very good, but it really is. Just work on the graphical issues and you'll be perfect! :)

P.S. This level is very similar to my own level Bowser's Challenges - it would be nice if you were to review it.
Thank you for posting, and let me know when you release Koopa's Challenges 2! c:
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Levels I've made:
viewtopic.php?f=80&t=50013 (hard)
viewtopic.php?f=80&t=50026 (hard) (mechanic: Penguin)
viewtopic.php?f=80&t=50057 (easy)
viewtopic.php?f=80&t=50077 (easy) (holiday)
viewtopic.php?f=80&t=50218 (easy) (automatic)
viewtopic.php?f=80&t=50227 (hard) (minigames)
viewtopic.php?f=80&t=50252 (hard) (mechanic: Goonies)
viewtopic.php?f=80&t=50258 (hard) (Shy Guy's Revenge)
viewtopic.php?f=80&t=50278 (hard) (mechanic: Cannons)
viewtopic.php?f=80&t=50300 (easy) (Shy Guy's Revenge)
viewtopic.php?f=80&t=50326 (hard) (mechanic: Rocket FLUDD)
viewtopic.php?f=80&t=50328 (easy) (mechanic: Wing Cap)

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Re: Koopa's Challenges 1!

Postby Supershroom » December 19th, 2015, 9:27 am

HickRanger wrote:...no it's not. You get the Metal Powerup and are meant to use the shell to cross.
You've made 50 levels, you should know this by now... :facepalm:

We are all humans. Even if we're super experienced with our stuff, we make mistakes here and there. And besides, it's supposed to say more that the same mechanic with very many iterations is not player-friendly (with the FLUDD evening this out a little though). So please be polite on that. And when criticizing things by yourself, you should also think of other possibly intended ways the designer used, like e.g. putting flamethrowers only for decoration purpose. Making long constructive reviews is good in general, but brief is also better sometimes. Remember to try writing reviews in a way that people are encouraged to read them.

(For the record I gave this a 2 stars).
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1 star: (0 - 5.75 in LDC) These levels need a lot of work. They're totally un-elaborated, and/or inherently flawed due to things like cutoff or enemy spam, or they're untested and there are too many bugs gameplay-wise, in short: Many many things went wrong in such a level.

2 stars: (6 - 9.75) These levels are not terrible, but poor. They're too short, lack scenery or they have errors and/or bugs but it's still barely enjoyable. Again, spend more effort and try to do better. (if it's your first level that I rate two stars, it's not bad. There's a long way you can still go)

3 stars: (10 - 12.75) These levels are about mediocre. They may be still a little bit short, the gameplay is fine but not very original and graphics are also solid, but not breath-taking. Try to keep improving!

4 stars: (13 - 15) These levels are nice, but not the best. Effort has been put into them, there can some professionality be seen in gameplay and graphics, they're a nice experience to play, but there are still things you can do to make it even better. Try to go the extra mile!

5 stars: (15.25 - 20) These are really great levels, those which, as said, I would give more than 15 in an LDC. These suffice many high requirements, and it already goes into subtleties if you want to make them better. These levels are successful all around. Bravo.

These are just general principles I try to follow when rating. Sometimes I don't leave a further comment when rating, most times I do, if you have questions about it, feel free to ask further.
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