Amp's Community Help & News Topic

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Re: Amp's Community Help & News Topic

Thumbs up x1

Postby SuYo1141 » March 17th, 2013, 4:00 pm

Hohly ♥♥♥♥, I'm finally doin' something in SM63 again. This'll be fun.

EDIT: Upon reading the review, I apologize for the lack of a coherent story in Part 2. The main gimmick is that the level inverts at set points, explaining the useless platform in the chasm and odd plants. Sorry for not clearing that up.
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Re: Amp's Community Help & News Topic

Postby 1018peter » March 19th, 2013, 5:05 am

Okay,my review is done.

Wow,this level felt like,a level you will see in a Mario game made by developers.Seriously,with a flow of medium difficulty,this is just great!But!There is a flaw,the third island in the snow area is kinda weird,there's two tiles that are not come from snow tiles,those two tiles should be at below,that should make some sense.Other than that,this is a level that you can play if you want a simple,and less gimmicks level.
If I have to give this level a score,I'll give 16/20.
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Re: Amp's Community Help & News Topic

Postby ~MP3 Amplifier~ » March 21st, 2013, 12:52 pm

Updated the first post, aka scrapped the designer times and what is currently in progress sections. :3
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Re: Amp's Community Help & News Topic

Postby CedarBranch » April 12th, 2013, 10:28 am

Am I still getting a review for my two levels? (The Wet Desert of the Quiet Waters, and Reflexium)
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Re: Amp's Community Help & News Topic

Postby SuYo1141 » April 12th, 2013, 11:24 am

You WERE getting a review from me, but peter beat me to it. xD
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Re: Amp's Community Help & News Topic

Thumbs up x1

Postby -BY » April 12th, 2013, 11:47 am

Peter reviewed King's level. So both are still available. If you don't mind I will take Reflexium and give it a BY styled review.

Cause I'm judging stuff for two contests right now anyway, so I can easily sneak that in.

Fun 9.25/10

Rarely enjoyed a minigame level as much as this one. It's a shame it didn't get the attention it deserves. I liked the timing of each block, the different speed depending on the blocks size and three difficulties that allow the player to choose the best option out of them was a neat touch too. Also the use of the fire throwers, to let those shrink right before one line tries to burn you is well thought out and helps to avoid random burning. I'm aware it took pretty much time to get everything working neat, also to think about the more higher difficulty, using blocks which trap you a bit in the hard section. It's been a good choice to add doors to avoid restarting the level. I know you can't do much against it. But getting crushed by a block caused every time an instant death for me. Which got a bit annoying in the hard one. The easy/medium one should totally get used in this style and difficulty in one of your next levels. Would look forward to that, though. An alternative theme would have been nice. I'm aware I probably annoy you with mentioning that all the time. I'm just one of those who would like to see them everywhere.

Graphics 3.25/5

The tower like design of each challenge and the use of invisible blocks near the transition were well thought out. Other than that not much special to say about graphics. I know it's hard to add neat graphics in minigame levels. Adding a bit decoration like plants in the first transition could improve that a bit.

Other 4.5/5

No lag/loading time issues +0.5
Great timing and fair gameplay towards the player +1.5

Overall 17/20

I think that could be my highest score I've given out on Runouw. Not sure, so I will look that up to get sure.
It's great designed for a quick, challenging minigame collection. I will get some people to play that cause it's pretty good and I hope you will use something like that somewhere in your next levels again. I would maybe suggest some kind of little award for beating the hard one, cause it's been pretty difficult. I've been thinking about some bonus room or something in that direction. Other than a few mentioned things, I can't think of much things to improve this level. You made pretty much the best out of this concept. Well done.
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Big thank you to FrozenFire who created this masterpiece. : )
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Re: Amp's Community Help & News Topic

Postby SuYo1141 » April 12th, 2013, 12:07 pm

.....oh.
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Re: Amp's Community Help & News Topic

Postby CedarBranch » April 12th, 2013, 1:01 pm

Dang.
Thanks for that review, By!


...This may not be the best place to say it, but I'll tell you guys a secret that'll help you get out of the sudden traps in Hard Mode:

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Perform a dive over the tiny blocks just when they pass the undersides of the big blocks, which make the "trap" when they're together.


I swear, I have fully tested Hard Mode. :3
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Re: Amp's Community Help & News Topic

Postby NanTheDark » May 17th, 2013, 11:44 am

I would like to ask...

Are there any plans for another LDC right now?
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Re: Amp's Community Help & News Topic

Postby Buff_ » May 17th, 2013, 11:55 am

There are plans for another LDC.
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