MessengerOfDreams wrote:
1018peter
Fun: 7.75/10
There was some pretty good platforming. The dual paths will bear the brunt of my complaints later, but it does make for some interesting elements to the level and some replay value. The platforming was pretty basic, nothing overly fancy, but it got the job done for the most part, although some spots were pretty frustratingly difficult, but I get that was the intention and it wasn’t to an extreme, so whatever. No biggie.
The dual paths really threw me the hell off, because it made the level so confusing. I would start on a top path, fall to the bottom, and on some rare occasions, vice-versa. The level’s tiling was also really confusing because I couldn’t tell what was solid and what was fall-through, and there were also some points where I couldn’t really tell where to hop or where to go, leading to me being confused in that regard. Regardless, it was a pretty entertaining level with some noticable flaws.
Now onto part 2, which I forgot existed until I was halfway done in the review. The flame room, that was a really cool concept and it matched the speedy tendencies of the level given by the Turbo Fludd. However, the flames were a little too fast, and while a challenge is good, they went so fast there was no way to properly control and measure my jumping. Maybe I am just a plebe in the presence of a god of SM63 playing, but when I have to start by immediately going right and holding up to not get squished, whilst immediately jumping ahead of the flames before I even know what’s ahead of me (the all-red platforming helps literally zero) it prooooobably could be tuned down just an eensy weensy bit.
The first boss is pretty decent. Not the best, not horrible, passable but pretty well done. After that, the platforming section that follows is actually pretty great. It’s definitely the smoothest part of the level, and the incorporation of the rocket FLUDD is pretty neat.
Then we get to the final boss, which, while it does somewhat suffer from the same too-fast difficulty spike, is supposed to be the trickiest part of the level, and it’s actually pretty clever as well, so it’s a good finale. The two levels had their ups and downs, but I feel like flaws aside, the second level bumps it up to a quite-above-par series.
Graphics: 4/5
I know ever since Runouw’s first ever level Lava Lair was rediscovered, there’s been an affinity with the patchwork tiling method- that is, freely combining various tiling styles in a unique mishmash. It can work pretty well when done right, and this does look pretty good, but I feel like you went a little overboard to the point where I couldn’t tell the structure from the background, and it looked kind of messy. Part two was significantly better in that regard, if not a little too monochromatic, but I get the idea you’re going for, so it’s not too bad, just a little boring after awhile. The Bob-Omb King looks pretty snazzy, though.
Other: 2.5/5
+.5 Good choices in some of the alternate music, but if you give me five songs in one level odds are I will not stop the level just to put on a new song. Just an FYI, I’m not docking points for it because it’s alternate music.
-1 Yeah, you know how I mentioned my beef with the dual paths of Part 1? The thing is, it made the level pretty unbeatable before I even knew it. You have to get all the red coins or all the silver stars to beat the level, right? Well, when the paths are already so confusing having to swear to one path means I’m gonna be ♥♥♥♥ out of ♥♥♥♥’ luck pretty damn quick. If you hadn’t made that a priority and in fact made it easier to weave between paths, the level would be so much more enjoyable. They hold the level back not only in being unable to beat it properly, but it restricts the player to two ways of play, not infinite ones like Star king’s various multipath levels.
+.25 I do like the trick to the boss level, even if it can come from a forced death.
-.25 If you post a video of you being able to take the first checkpoint of part 2 I’ll give you bacon if you can still do that on Runouw. Otherwise I will assume it is ♥♥♥♥ impossible.
Overall: 14.25/20
The average score doesn’t really indicate an average level- it’s a good one held back by the draconian structure of the two-path system and some design flaws both graphically and in playability. Touch those up and I think you’ve got a half-decent level for yourself.
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Kaboom:
Fun: 9.25/10
Wow, okay, so. This was a pretty inspired concept. The platforming itself wasn’t top tier but this level was fun in a lot of unique and quirky ways. The exploration factor was the main draw, as well as the sort of bizarre interconnective behavior of the level and how everything connected. The platforming was fun despite not exactly being revolutionary. Finally, this level was funny not only in how well it played the gimmick, but just in several laugh-out-loud moments from the various characters, the fourth wall breaks, and things like that. I’m not sure if others will enjoy the concept as much as I did, but I think this is a top tier level. Very reminiscent of Fourinone, actually.
Graphics: 4.25/5
While some of it was rather bland to fit the gimmick, and others a bit too oddly technicolor, they’re some solid graphics. I’d say just less of random stuff in the air. The roof in particular was really pretty.
Other: 4/5
+1: The music was one of the best alternate choices ever, and it made the level, and the normal music choice was just as great.
-.5 I don’t see how exactly we were to figure out where to get the cafeteria coin.
+.5 Thanks for the ass-saving platformers on the roof. I’m very happy in particular that you made a tricky level without needless deaths.
Overall: 17.5/20
A really fun gimmick of a level that worked to your advantage.
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Coinshower:
Fun: 5/10
Yeah, every LDC has a level that shows a designer that still has a ways to grow. You had some pretty neat concepts here that show above-average intentions, but they were held back by a very basic platforming scheme involving just jumping across things. Needed a little more to win an LDC.
Graphics: 2/5
Mushroom City? This looked like… not really anything at all, to be honest. At the beginning you had solid design choices but the ending looked so freakin’ rushed. The structures looked too shallow, too basic, or too nothing.
Other: 2.25
+.25 the rainbow star challenge was pretty good
-1: You started me off in the wrong place and it confused the ♥♥♥♥ out of me.
Overall: 9.25/20
Every contest has a level that doesn’t pan out, and it happened to be you this time. You know what you wanna do, and you have some pretty big aspirations, but now you gotta learn to make the level live up to them.
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Supershroom
Fun: 9/10
Where the ♥♥♥♥ was this Supershroom LAST time?
Jeeeeeeeeeeeesus.
This series certainly wasn’t flawless but it was pretty damn fantastic. What held back your last series was poor execution of great concepts. You tidied up your levels significantly. The challenges were fun, not too ballbreakingly difficult, and the environment was a lot of fun as well. The story, well I’ll pick that over in other but it added to the level pretty well. Overall, it was a pretty big success as a series, significantly moreso than your past level.
Graphics: 5/5
Yeah, that was some top-tier graphics there. Not only did it look amazing, it created a unique environment, especially in levels 1 and 2. Level 3 did look moreso like a typical castle level, but a great looking one. Levels 1 and 2 created ♥♥♥♥ I doubt could ever be replicated. Very, very well done.
Other:3.75/5
+.5 Great alt music choices.
+.25 The red coin mission is really great and adds a lot of replay value, but I don’t see what it gains you to do it?
-.5 Yeah, there are more than a few instances where I’m just like “you think higher of my platforming skills than you really should.” I ran into this problem a LAHHHHT with EoT, where I knew my own skills could make it but I forgot to factor in normal people who don’t know the secrets to my level, and that’s largely why I lost. Yours isn’t a very severe case, but things like the chase scenes requiring me to stop, read signs, hit pipes, go down, figure out how to hit the switch, that did kind of throw me off.
The story:
+1.5 for a solid story all-around, it contributed to the level pretty significantly.
-.25 However, I feel like it struggled in a couple of ways. The first is that none of the characters feel distinct, or very much like us. I think you’ve been here long enough to get a sense of our personalities. Hell, you and I have been at odds more than enough to the point I’m surprised no one ironically nominated us for best friendship in RV2015. If the story had developed all five of us as more distinct rather than sort of plot devices for the story, I’d have not addressed it, and if you’d matched us to our Runouw.com characters better, you’d get a higher score.
-.25 I feel like in the long dialogues it doesn’t quite sound natural, just like you’re throwing out as much plot detail as humanly possible.
-.5 It ended reeeeeeeally poorly with “it was just a dream”. And trust me, of all people, I beat the ♥♥♥♥ out of the dream plots. Destinations, Dark, and their sequels to an extent, I love bending reality and making stories out of it, but if you’re gonna do “it was just a dream” you gotta do it right, and when I just ended up back in my bed, my heart sank through to my knees. It sooooo killed my vibe, man, I was waiting to see how the situation resolved and you dropped a piano on my soul.
Overall: 17.75/20
A marked improvement from past levels, and still has some places you could touch up to make it even better.
Needless to say, despite the middling reception from the other judges, I was over the moon with the top 2, and they're both in WITBLO14 for sure. I think Kaboom's level was super clever and one of the funniest I've ever played, and while I think Shroom suffers from mild versions of the same problems he did last time, he did still have a phenomenal series and a fantastic improvement from before.