29th Level Designing Contest

Locked topics are stored here.

Re: 29th Level Designing Contest

Postby MessengerOfDreams » April 30th, 2015, 8:29 am

Spoiler: show
Emelia Kaylee

Gameplay: 5/10

Yeah, I understand the mission of this level, and for what it is, it’s interesting, and the intrigue keeps it going. But I have a feeling you know as well as I know that there isn’t much of anything to call gameplay here. A little jumping, no real risk, with the story being the main attraction. I don’t know if it was part of the statement, but you could make the same kind of statement while providing some platforming challenge. Therefore, I feel like this middle-of-the-road ranking makes sense.

Scenery: 4.25/5

The scenery is a little TOO minimalistic, but otherwise the structure is really solid and varied, and the cabin in particular looks snazzy.

Misc: 4/5
+1: The exestential crisis that is this level is unique and interesting. I can’t see anyone else wanting to do this, so it’s to your credit that you did. I’m not sure if I quite get it or if I quite agree (it almost seems like a response to my level, ehehe) but it’s unique.

+.25 The hidden signs were a great accent to this.

-.25 because the paths were unclear at some points. Solved by zooming out, but otherwise troublesome.

Total: 13.25/20

It succeeds as a statement much more than a level, but you knew that.
-------
Yurimaster

Gameplay: 9/10

Oooohoooohoooo

Super fantastic concepts here, and a nice, jaunty play. I loved the boomerang layout, and the usage of the thwomps and invisible stars. You for the most part made the concepts work for you very well, although I think there were a lot of awkward jumps to make and some challenges more frustrating than creative. I feel like this is the case for the purple block segment. It’s an idea used before many times, even by Runouw, which isn’t indicative of quality because you can make that work, but it is inherently a frustrating idea which I honestly feel was the case here- more frustrating than enjoyable when you have to make ♥♥♥♥ needlepoint jumps after a pretty mellow beginning, causing a difficulty spike. Otherwise, good going, my man.

Scenery: 5/5

Jeeeesus, I would date this level so hard. Everything looks perfect, beautiful, not jumbled, but most importantly, NEW. Things I’ve seen in this level I’ve never seen pulled off before, especially around the clouds and what have you. You meshed the space, hanging garden, cloud, and garden themes together. Nothing was lost in the garden theme, but it still didn’t feel like JUST a garden.

Misc: 3.5/5
+.5 for great level music
-.75 for basing half a level around a techy move that needs to be done insanely precisely in order to not be a pain in the ♥♥♥. I have only recently worked with boingy platforms that launch you up, and you have to do it precisely to make sure that you don’t have 30 unsuccessful jumps before a good one. As creative as the idea of spores were and as well as you positioned the jumps, the fact of the matter is that oftentimes it takes ultraprecision to even leap off of them, which is frustrating from a technical standpoint, not a gameplay-intended one.
+.5 for the crystal water, an idea that looked better than it had any right to while also being successful.
+.25 for the thwomps that stayed put and provided platforms.

Overall: 17.5/20

Not your pinnacle but you make this look way too ♥♥♥♥ easy <3
------
ChaosYoshi:

Gameplay: 4/10

It’s clear that you had a great idea going for you, but sadly, it’s even clearer that you didn’t execute it as well as you could have. I was interested to see where it’d go, but sadly, it was held back by very very pained platforming with obscene difficulty spikes spawned by poor placement rather than natural difficulty. Too low ceilings, not enough room to jump, barely any wiggle room, and enemy spam. I wish it’d have gone better than it did.

Scenery: 3.5/5

It’s a little too flat for me for the most part with cluttered decoration, but it helped it feel more madcap, plus the house was nice so that’s good.

Misc: 3.5/5

+1 for having a good concept and having the concept itself work decently for you
-.5 for having the last transition cross along the forest part glitch you out of the game. You’re playing with fire, and it’s up to you to not burn people.

Overall: 11/20

Damn, was really hoping to like this more than I did, but it had problems.
--------
Harmless

Gameplay: 9.25/10

This is a really solid level. Really, really solid. It’s got interesting, varied gameplay while maintaining a relaxed pace that isn’t difficult but is challenging. A nice breather level. It reminds me of DarkBlaze’s entrant for the 16th LDC, albeit not as massive and sprawling. Lots of places to explore, not a lot of drama, even the Kirby music. It did feel a little aimless at first, but if you take it easy, you’re cool.

Scenery: 4.5/5

After playing other levels I can’t say it’s the best of the best but it is pretty damn impressive for a simplistic style. It’s nice to see people keep it old school.

Misc: 4.5/5
+.5 for keeping a system to prevent gap death a la Buffooner.
+.5 for really well hidden secret shine.
+.5 because these were almost -.5 points because I was like “okay, we don’t have to go through the entire level because the red coins were all on the right. Then I realized that you had to find the three fludds to get there and it all made sense. That was pretty smart, if confusing at first.

Total: 18.25/20

Probably your best level yet, it succeeds at what it does.
-----
MegaR

Gameplay: 7.5/10

Ain’t no rule that says that small levels can’t be fun. Is it somewhat forgettable? Maybe. But for a short play it is fun. No hitches, not a huge problem, just not extraordinary, but still fun. I enjoyed it.

Scenery: 4.5/5

A little too sloppy with the vines and all, and I’d vary the grass tiles, but otherwise some really great looking, with a strong mesh of two vastly contrasting themes.

Misc: 3/5
+.25 for a great alternate music choice
-.25 for killing a good fast level by waiting for a pendulum

Misc: 15/20

A solid short level worth being proud of.
-----
Karyete

Gameplay: 8.25/10

I gotta say, this is your best level yet. You’ve definitely found your voice and style. I enjoyed most of the platforming, although some of it was unclear (which way to go in the room with the orange switch?) and some of it was just kind of annoying (tight spaces with little wiggle room), although not prevalently. I also feel like the final act was less difficult than the previous parts and kind of rushed, but again, I’m not gonna cry myself to sleep over it. Great work on creating interesting challenges.

Scenery: 4.75/5

Some of it is a little blank but as a whole it really looks remarkable and unique. I love the torn up feel of the inside of the towers.

Misc: 2.75/5

-.75: My problem is that… this doesn’t feel very grassland through at least half of it. Sticking vines on clocktower structure doesn’t make it grassland. That’s often pretty damn lacking in this level, and I say that from experience- I ran into that very problem in my 2011 room for my level. I feel like the theme needed to be executed better.
+.5 for fantastic music.

Overall: 15.75/20

If the theme had been executed better you’d be in better contention, but as it stands you really did a fantastic job, even if it could have been better.
------
singerboy41

Gameplay: 2/10

If I were entering the contest, I wouldn’t do a simple remake of a classic, unmistakable, indistinct SMB level. Much less one that isn’t complete. It was hard to enjoy because it wasn’t anything that showed what YOU were capable of.

Scenery: ⅖

Mostly fine but with bad cutoff at the end, especially below you at the end. The restriction of creating 1-1 means that the ground would be flat, which meant little variation.

Misc: ⅖
-.5 for needless FLUDDs
-.5 for not doing a complete recreation

Overall: 6/20

It’s not impossible to fail an LDC, but I’d have rather been able to say “your original concept didn’t work” than say “this recreation didn’t work”. Sorry.
-----
BY

Gameplay: 8.25/10

A small yet really intricate level. I’m super impressed at what you can pull at a small scale. I will say that some of the level structure was confusing to the point of being aimless- I’d establish a better sense of direction- which was frustrating, but as it stands you made pretty cool concepts work pretty well.

Scenery: 4.75/5

Some of the clouds and fire boxes were cutoff, but you made a really unique atmosphere and made it well.

Other: 3.5/5
+.5 for a fantastic alt music

Total: 16.5/20
-------
Mp3 Amplifier

Fun: 9/10

While structurally it’s not overly revolutionary, you do a good job at anchoring it with a subtle story, one that grows quietly until it roars at the end, and changes the entire level just by existing. That’s always been your expertise. The platforming itself was nice, if not my favorite. You had some interesting concepts with rotating platforms, but I’ve seen better from you. Regardless, the story came first, not the gameplay, and I can respect that. Unlike the problems I had with Emelia Kaylee’s level, the platforming and gameplay was pretty passable to make it worth exploring the story.

Graphics: 4.5/5

Fantastic graphics marred by a myriad of small mistakes- item cutoff in layering, confusing brick structures that make it hard to maneuver, and other things like that.

Other: 3.5/5
+.5 for a great prequel to Tearing Paper.

Overall: 17/20

Another small, fantastic piece by you. Good work.
--------
Doram:

Fun: 9.5/10

You really, really made 200x50 work for you. I really, really enjoyed this level. It was a great treasure hunt that was a maze that didn’t hate me, lots of exploration and puzzle solving with simple yet excellent platforming. The two different items found to win also was a nice touch. I also feel that I haven’t even begun to explore all of it, which is really great. It was a nice, mellow play. I think that the platforming could have been more amazing to net it a 10, but that’s just separating fantastic from legendary, and fantastic isn’t bad.

Graphics: ⅘

I will say, however, the graphics did lack to some point. The sameness of the design was a little annoying for me when I actually wanted to progress, and with a theme like this where it’s all about exploring natural lands, you could have given a little more oomph. I like your minimalist style, but it was a little too minimalist.

Other: 4.25/5

+1 for just a fantastic system of exploration that didn’t really frustrate me, that’s a big big feat to pull off.
+.5 for the side quest and the choice of quests
-.25 I zoom out a lot to aid exploration and some of your rooms were too narrow, making me see past the boundaries.

Overall: 17.75/20

This is like your Impossible Treasures/Choose Your Own Adventure Levels done even better. Something to be proud of. You have a strong shot to win!
---
asdfmoviecaleb

Fun: 7.25/10

Some of it was kind of sloppy or lackadasical, with the flame towers being kinda strewn about and the platforming being basic, but it was an enjoyable play.

Graphics: 3.75/5

Some great ideas destroyed by sloppy execution (I like the idea of the branches obscuring view of a mountain or secret path but not when they’re kinda thrown around) and otherwise good structure with a little too sloppy plantlife.

Other: 3.25/5

+.25: as messy as it was, I did love the secret path and the path branching.

Overall: 14.25/20

For a first entrant it’s impressive and shows potential for growth, but you’ve got more yet to grow.
------------
Superpika999

Gameplay: 4/10

Not bad, but not altogether impressive. Feels somewhat like some level segments slapped together. Different themes, but similar platforming that felt like the same rehash with different masks. I don’t really have much to say- I feel like you could have given a little more as far as creativity goes. It didn’t feel like a remix as much as a rehash.

Scenery: 2/5

Little to no decoration, random scenery changes, and barren skylands aren’t the most great looking places to find.

Other: 2.5/5
-.5 I don’t find this to have a consistent theme especially around grasslands. It just feels disjointed.

Total: 8.5/20

Very lacking, needed more consistency and effort.
-----
Pugplays

Gameplay: 6/10

It’s not bad. Basic, yet decently enjoyable. It could have used a little more effort and unique qualities to it, but it seems like you’re new to this, and I look forward to seeing your future. This isn’t really winning material, but it’s material that says you’re down for trying til you make it.

Scenery: ⅗

Not much rooted in reality, but still decent looking. The stuff in the sky will usually feel pretty bland, and that’s the case here, but the ground looks pretty good.

Other: 2.5/5
-.5 There wasn’t a lot of grass in the grasslands.

Total: 11.5/20

It isn’t spectacular, but keep trying.
----
Jumbo101

Fun: 8/10

It was a little too linear with not enough variation- I’d struggle to remember offhand level segments as iconic- but you gave it an oddly epic feel and did a good job at creating a pretty interesting level with mainly one enemy in the bullies. I enjoyed it, even if it could have used an extra kick.

Graphics: 4.25/5

Sometimes a little too plain, but otherwise very solid, with nice colors and great shapes. The one complaint is that because it’s somewhat plain (if very competent) it’s even harder to distinguish iconic moments from the level. The flames did look kind of wonky as well, but you’re pretty faultless.

Other: 4.25/5
+1.25: It’s been a long time since I’ve seen something in a level that I want to recreate, but the intro at the beginning dropped my jaw.
-.25 It is somewhat far from the grassland theme at points.
+.25 for great music, if not the greatest

Total: 16.5/20

A fun, straightforward level that could have used more but as-is was satisfying.
---
Supershroom

Gameplay: 9/10

There was a designer who was around for a brief period that had massive amounts of potential (and even came in 2nd place in an LDC!) who never fully capitalized on it- either his series were filled with bugs, or they were unfinished. I would play his levels and be mostly madly in love with it, but find a reason to mourn his incompletion on the realizing of potential. His name was BralwerEX, and I still wish he’d have finished Inscius Memoriam, but I feel like this is as close as we get to that lost designer fulfilling his potential.

There are still some pain-in-the-ass sections that don’t feel properly tested, especially regarding the special bricks in the castle, and at times the pacing did ebb and flow, but I found a lot of unique ideas, massive amounts of intrigue, and a varied pace of various things. It was a very fun series that you should be proud of. It’s taken you a long time to get here, but I really think you’ve reached your height of potential.

Graphics: 5/5

Intricate, unique, excellent, nearly flawless. It did get a little confusing to tell places apart but it’s not enough to take away from the graphical success.

Other: 2.75/5
+.5 for the flight cap finale, how smart yet also fair.
+.5 for an interesting layout of direction- the nonlinear nature worked well for it.
-.25 In the second part of the castle, the red bricks didn’t squash a player- they functioned as the pause-jump bricks. It happens when you use small platforms for the 180 spin setting rather than big ones. Should have playtested better.
-.25 because it felt like too long without a checkpoint in level 1.
-.25 because the sling star at the end didn’t transport me up properly, and the level also ended quietly because you didn’t fulfill the story potential by flat out saying “lolnvm these aren’t all that mystical”. Either have that element or don’t, I say.
-.25 for using confusing dummy signs that I tried to access but couldn’t, because they weren’t real.
-.25 for adding a wall in the flight section that looked both safe to land on and camouflaged into the background.

Total: 16.75/20

Unfortunately, still held back by a point’s worth of bugs, but still very successful in what it does.
-------
FrozenFire/NanTheDark

Fun: 8.75/10

Wow, this was a really cool concept. Replay a multi-path level 3 times, one to get each way, transferring messages back and forth. I will admit, the platforming at times got me a little annoyed (never a fan of relying on bullet bills for strenuous jumps, says MoD of all people- and some of the platforms are put at a height near impossible to jump from due to ceilings or what have you) but as a concept, it delivered really well. It was consistently different and consistently fun.

Graphics: 4.5/5

The castles were a little barren and it needed a little something more to make it stand out compared to other pieces in the contest, but you all did a solid job at making this look really nice. In particular I really liked the fences looking like barebones structure to the castle.

Other: 3.5/5
+.5 for amaaaaazing alt music.
+1 for making significant differences every time, so it wasn’t a weak rehash.
-.25: the end got screwed up significantly due to you placing the door warps above the boundary.
-.5: ...okay, I’m the story guy, so it is really kind of my place to judge the story to the best of my abilities. However, while fundamentally the plot of a simple messenger delivering messages to opposing kingdoms, you both didn’t take it far enough, or took it way too far without backing it up. You could have developed the kingdoms better, led more into the backstory of the messenger, the grass king being the bad one was a great twist that came out of nowhere, and the story’s end was just… not fitting at all. He goes back because he was treated poorly, and he dies for it? I don’t get why. And ultimately that’s too many flaws holding back a story that could have been simple yet elegant.
-.25 for not disabling the NPCs in level 1. Although it did lead to funny exchanges.

“Don’t try anything stupid!”
*murders guard*

Overall: 16.75/20

Great work on a good concept, but if you need help with a story next time you know where to find me, as that’s what held this back (along with a few rush-bug jitters).
-----------
1018peter

Fun: 7/10

I think the platforming was solid, if a little forgettable, but again, it’s held back by awkward mechanics. Primarily, the clouds are to blame. The giant clouds… well, let me put it this way. Speed loss can be an interesting gimmick at certain points in a level, and the clouds provided that. Speed loss for an entire level gets tedious, because in a platformer, you want to keep a steady forward motion, to keep your energy going. Because of that, not only are repeated deaths or reading sign walls boring, but having to keep going at a borderline inoperable speed for a large portion of the level is not good. Secondably, the cloud platforms… what kills it for me is that all of them are placed at spaces that would be appropriate to jump between IF the first and last bits weren’t designed to deliberately repel people away. Because of that, you have to make all these perfectly precise, extra long jumps on platforms designed to repel you away as they go at very large speeds. This, unsurprisingly, is frustrating. However, as usual, some great ideas come through, especially with a very nice boss. Lots of potential, but ultimately misguided ideas triumphed.
Graphics: 4.25/5

In some instances, the “marshmallow”ing of the platforms worked well. I liked the grassland mixtures. In others, they did not. The cave/snow mix was an example of this. They’re too intristically different to mesh well, and the problems came through especially when they didn’t mesh, but towered on top of each other like odd zigzags. It works less for nature tiles than it does for structure tiles. However, when it worked, it worked- the clouds looked glorious mixed with the temple, and the grasslands looked good too.

Other: 2.75/5
-.25 WHY THE SIGN IN A MOVING BOSS ROOM WHY
-.5 The entire second level feels out of place in this contest. It’s so largely made from clouds that it no longer is in the grassland theme. Considering a large portion of the fun problems land there, I’d say it’d have been smarter to just do the one level, where everything worked well.
+.5 for the secrets quest.

Overall: 14/20

Again held back by misguided ideas.
--
sm63creator

Fun: Score/Top Score

Critique about enjoyability of level with pointing out of its flaws and what makes it succeed, how you could improve it, but pointificating your strengths.

Graphics: Score/Top Score

Critique about aesthetic pleasure of the level, pointing out what looks average or bad, but raving about the sucesses.

Other: Score/Top Score

+Appropriate number: Pointing out a strong element of the level.
+Appropriate number: Pointing out another highlight
-Appropriate number: Pointing out a flaw in the level
-Appropriate number: Pointing out another setback.

Overall: Total score of above three/Highest Possible Score

Final word of advice on strengths and weaknesses to conclude the judging.

Rankings:

Harmless (18.25/20)
Doram (17.75/20)
Yurimaster (17.5/20)
MP3 Amplifier (17/20)
Supershroom (16.75/20)/FrozenFire/NanTheDark (16.75/20)
BY (16.5/20)/Jumbo101 (16.5/20)
Karyete (15.75/20)
MegaR (15/20)
asdfmoviecaleb (14.25/20)
1018peter (14/20)
EmeliaKaylee (13.25/20)
Pugplays (11.5/20)
ChaosYoshi (10/20)
SuperPika (8.25/20)
singerboy (6/20)
Last edited by MessengerOfDreams on April 30th, 2015, 4:25 pm, edited 4 times in total.
Image
Image

My Most Recent Works: show
I switch my signature a lot. If you wanna see some of my past ones, here you go.
Silent Conversations and a Crow's Final Song!
My latest story, and one of my personal favorites. A girl bound in silence finds the words to say to her prospective girlfriend as they visit her religious father in a dusty town on the edge of Kansas, where the crows' migration south brings forth anchored memories, the path to resolution, and a new start.

Form (25quared)
This might be like nothing you've seen before.
Updated Works! Some of my past best and current stuff: show
Writing Works!
Fanfic: Shut Up and Dance
why do I write so much about dancing you don't dance you've never danced in your entire life
lying little ♥♥♥♥ with your ♥♥♥♥ story ♥♥♥♥ you
also Diddy/Lucina <3

Fanfic: Worth a Thousand Words
Because the world needed a Samus/Dedede story
Fanfic: Ecstatic Silence
Just wanted to write and ♥♥♥♥ like this happens, you'd think I'd know better.
Fanfic: Far From the Edge
It's a dance that's been a long time coming for a brand new man and an unchanging woman, but once one takes the plunge there's no falling back up.
Original: Jealous Ghosts of the Mississippi
The story of Rachel meeting Amber after a lifetime of silence and being shunned
Original: Your Hand in Mine
One of my most personal stories about a dangerous romance. Now to be published in a college lit journal!
-------------------------
Recent LDC Work:
Level Series: Leaves From The Vine (ft Star King)
For the 29th LDC, a theme of grassland taken through the growth of our designing society. Won the 29th LDC!
--
Levels at Large:
Level Topic: Collection of MoD's Levels!
If you've ever wanted to see any level I made worth a damn, go here! From the quiet 14th LDC entrant Finis to the megasmash level series Dark, you can find links here!
"You were always a revolutionary, now there's just less of a chance of you crying in the corner." ~Ridder
User avatar
MessengerOfDreams
Moderator

Error contacting Twitter
 
Posts: 6615
Joined: August 16th, 2009, 11:31 am
Location: When I figure it out, I'll let you know.

Winter
2016 Story Contest

Thumbs Up given: 519 times
Thumbs Up received: 707 times

Re: 29th Level Designing Contest

Postby Jumbo101 » April 30th, 2015, 8:31 am

Aww... So close!

Oh well... Maybe next time...
I was atleast aiming for a 4th or 3rd place... :|
Image

Hi there!
User avatar
Jumbo101
Code: Awesome

 
Posts: 253
Joined: August 22nd, 2014, 6:02 pm
Location: World 1-1

SM63 Level Designer Contest Winner
LDC #32: Nature(Green) vs. Civilization(Red)

Thumbs Up given: 4 times
Thumbs Up received: 17 times

Re: 29th Level Designing Contest

Postby Karyete » April 30th, 2015, 8:38 am

I personally feel you were actually real generous there, but I'm both quite glad and very confused that a level I put very little effort into is "my best level yet" :p
Image
Major credit goes to l.m for this!

Museum of Monsters

Most recent SM63 / LL level: Flickering Forest
User avatar
Karyete
Moderator

 
Posts: 1745
Joined: March 6th, 2011, 4:35 am
Location: Yes

LL Level Designer Contest Winner
LL LDC #4: Ruins/Temple

Thumbs Up given: 273 times
Thumbs Up received: 148 times

Re: 29th Level Designing Contest

Postby Megar » April 30th, 2015, 8:55 am

yooo when are we getting the rest of the reviews
i need to know how to git gud guys
User avatar
Megar
Follower of Razputin

Error contacting Twitter
 
Posts: 2482
Joined: December 31st, 2009, 3:08 am
Location: On the Steel Ball Run

Runolympics 2015 Winners

Thumbs Up given: 42 times
Thumbs Up received: 147 times

Re: 29th Level Designing Contest

Postby Venexis » April 30th, 2015, 8:56 am

Ask and you shall receive.

Spoiler: show
Leaves from the Vine
by
MessengerOfDreams & Star King

Gameplay:
(10/10)
Hope you like perfect scores because... well... on second thought maybe I should've put the score below. What doesn't this level have? Platforming is perfect- I can't recall a single jump that wasn't immensely satisfying- either because the obstacles are spaced just right, or the timing of moving obstacles meshes beautifully with the flow of the level. That nostalgia too, I literally do not know what more to say. I would suggest turning down the bullet intensity just a bit, though, especially in places they aren't required for progression- they were a bit annoying in areas like the lower levels of the castle at the start of part 2. Not enough to ruin my only perfect Gameplay score, though.

Scenery:
(4.5/5)
Your level is gorgeous, but I really don't know what other options there are from this particular collaboration. Love how everything fits together. It's almost too noisy in some places, though, the desert tile area at the end of part 1 feels perhaps a bit more cluttered than it should, as do a few areas throughout Part 3 where many different tiles are used in a very small area. It's a lot to take in.

Miscellaneous:
(4/5)
+0.5, best soundtrack/level pairing yet.
+0.5, no lag and minimal load time.

Overall:
Very impressive, definitely a contender for a high placing. Really love the music, it seemed to swell and back off to match the progression of the level, but maybe I just imagined it. Unforgettable either way, 18.5/20.



Messenger of Kingdoms
by
FrozenFire & NanTheDark

Gameplay:
(7/10)
The idea behind this is great. Aren't story driven levels MoD's schtick though? :p For real, I had a lot of fun here, the platforming is spot-on if a little plain and I love that there's multiple routes to the same end goal (not to mention the variation between parts, that was a cool idea). A few things, though. Took me a few playthroughs to realize, but the citizens in the first part are not disabled. It's super minor, and I can't in good conscience deduct anything for it because I didn't notice at all till the third run of the level. Secondly, you may wish to nerf the bullet climb after the broken bridge in the second part- the learning curve is extremely steep, the difficulty of that one part is not matched anywhere else in your entry. Finally, the doors leading to the pit scene at the end of the third part are bugged, they will kill you instantly without altering the level. This is the killer, dropping a solid would-be 8.5/10 to a 7. Sorry guys, but there's no excuse for not playtesting.

Scenery:
(4.5/5)
Damn fine work guys. I love the graphics here. Yeah, there's a couple small things: a couple signs are just at that awkward threshold where they require you to move Mario around a little before you can read them, and there's maybe some slightly awkward landforms, but everything else? Daaaaaaaang. Loving the attention to detail- subtle changes as the curse takes effect, pretty landforms and obstacles, but the one thing that stands out above all else is those houses. Castle tiles are restrictive at best but the depth and intricacies that went into the villager houses honestly puts the castles to shame.

Miscellaneous:
(4/5)
+0.5, really digging your choice of soundtrack.
+0.5, no lag and negligible load time.

Overall:
Super cool level you've got here. Wasn't sure what to expect from your collaboration going in, but I definitely wasn't disappointed. God I feel bad about deducting points for easily fixed bugs, though, regardless how insta-killy and gamebreaking they are. 16/20



Cosmic Gardens
by
Yurimaster

Gameplay:
(9.5/10)
I'm a sucker for a great platformer, and yours is exactly that- excellent even. I loved the varied techniques; from pure platforming, to hazardous stars, to physics-defying water, and especially the puffy plants, they really lend themselves to the whole cosmic vibe you've got going on. Definitely my favorite part of the level right here, it's super fun. Challenging in parts, but never overbearing. There are a couple issues, though... The thwomps never seem to return to their original position, making the section where you need to have them push you through the bone platform slightly unintuitive, and the second set of puff plants after the invisible star psyched me out. I was sure the grassy platform visible below would contain a shortcut back to the main course of the level. That being said, the level is fairly short, so a worst case scenario suicide doesn't interrupt the flow all that much- part of me actually wishes it was a bit longer.

Scenery:
(5/5)
Literally perfect, my only perfect score for Scenery. It's a fun level, and also a beautiful one. I love the effort that went into the puff plants, and the lush vegetation populating the grassy segments. It feels natural enough to pass as a grassland, but the spindly stonework and twisty stems (not to mention bottomless pits, heh) contribute to the otherworldly aura in an extremely intriguing twist on an otherwise rather plain theme.

Miscellaneous:
(4/5)
+0.5, great atmospheric music.
+0.5, easy to load and lag free.

Overall:
You've got an awesome entrant here, almost definitely going to rank very highly. I'm very curious about all the random scenery pieces below the level border, though. :p Would recommend to friends and family, 18.5/20.



Butterfly Hills
by
Harmless

Gameplay:
(7/10)
I like what you've done here a lot, turning the level into sortof a scavenger hunt for FLUDDs instead of just following one path all the way through. I don't think FLUDD is used often enough in contests, but you've pulled it off great. Between the lack of threats (not counting enemies, obviously) and the bountiful coins, it's near impossible to die; the entire level feels like you're there more to explore than beat it at all, actually, which is pretty cool. I love the layout, but with that last point in mind, rewards for exploring your level are... rather lacking. There's coins, yeah, but they're found all over. Apart from the FLUDDs, many of the twisting passages don't really have anything worth going after. After realizing that, the level became much less engaging, dead ends became something to try to avoid instead of something the player is encouraged to look around in.

Scenery:
(4/5)
Nothing to really complain about here, you've definitely fit the theme. The butterflies and other small touches (the cheepcheeps under the bridge toward the end, for instance) keep the level looking dynamic even after you've collected all the coins and stomped all the baddies, and that's pretty cool. It is a bit plain, though. The decorations are great, it's more that the tile formations themselves sometimes feel unnaturally blocky, with too many straight lines that go on for too long. All in all, pretty minor stuff.

Miscellaneous:
(4/5)
+0.5, awesome alternate music.
+0.5, loaded without issue and was virtually lagless.

Overall:
I like what you did here, encouraging exploration instead of rushing to the end of the level. It would have been neat to hide more goodies like power stars in addition to the FLUDDs, or perhaps just more red coins/silver stars to search around for. It's not a bad level by any means, I just kinda wish there was more to find and do. :p 15/20.



Superfluous Landscape
by
*Emelia K. Fletcher

Gameplay:
(3/10)
Well... it's not not fun. Platforming (or really any kind of gameplay) is almost non-existent as sling stars are the only real form of movement, aside from the occasional jump to the next sling star. I don't have any idea how to really rate this. There's almost nothing in the level to rate, but it's completely possible and beautifully optimized, so there's that. Wish it could've been a bit longer/more fleshed out too, though; it's too short and automatic to be conventionally fun.

Scenery:
(3.5/5)
Again... there's nothing really bad. It doesn't really fit with the grassland theme but entries have gotten away with far less in the past. Plain, but visually appealing. No cutoff or random awkward item layering. Not a whole lot to go on, but it's pretty.

Miscellaneous:
(5/5)
+2, technical aspects aside, I ♥♥♥♥ love your idea. See "Overall".

Overall:
Alright. I've spent the longest on your level, despite it possibly being the shortest/least complicated serious entry of the contest. I had no clue how to approach this one. It's fascinating, though, and if this was any other contest with purely subjective rating criteria, you'd rank very highly (if not first) for the concept alone. The idea that a level can be more than just Mario's experience after you hit that "Test Course", encompassing the creator's direct thoughts and even the experience of the player entity outside the "game"... that's unique. I've searched pretty extensively through level collections over the past several hours, and while some come closer to it than others, none have matched the pure simplicity and clarity yours brings. Sucks that this isn't any other contest with purely subjective rating requirements- I really wish I could've given this far more than a +2 in Miscellaneous. Food for thought indeed. 11.5/20.
Spoiler: show
Image
10/10, thanks FrozenFire :3

Or add me, at Venexis#9902.
User avatar
Venexis
Prophet of Shadowsquid

 
Posts: 1342
Joined: August 19th, 2009, 7:15 am
Location: Headquarters of EVIL! And definitely NOT my garage... Nope...

Thumbs Up given: 89 times
Thumbs Up received: 211 times

Re: 29th Level Designing Contest

Postby *Emelia K. Fletcher » April 30th, 2015, 9:39 am

it's time for some brutal beatdowns courtesy of the judge who rated everything contrarily





oh and i guess i'll put them in a spoiler

Spoiler: show
SUPERSHROOM

CLOUDY TEMPLE IN THE SKY
GAMEPLAY: 5/10

Your level is fantastically designed. The platforming is all up to par, with some creative labyrinthine structure and the inclusion of alternate paths with practically cosmetic rewards. I believe this level was truly well-designed in its majority, so know that I'm not 100% opposed to your level when I say just two small sections utterly ruin the fun.
The first section was the first red/evil floordropper. It's not fun, and SM63's jump mechanics actively work against you as you guess timing, because triple jumps hamper you so much in enclosed areas and must be warded off by not jumping. Unsurprisingly, not jumping turns out to be quite hard to pull off. I passed this section after about a minute and a half, and was faced with the Bowser-tiles which (I am guessing) would've flung me all the way back to the start of the floordropper had I not been vehemently jamming my finger on the right arrow key.
The second section is the speedrun challenge and the second floordropper. I spent five minutes audibly calling ♥♥♥♥ in every direction as I repeated the speedrun over and over, because the timing is so tight and the challenge is non-optional (which turns what could've been a nice addition for skilled players into a numbing difficulty spike). After finally completing it with some luck, I went onto the floordropper, got stuck, and died. I moved the start point.
Your level is fantastic. The design of the challenging parts would be okay if they were eased up or optional. But as it stands, you have essentially injected difficulty into a level which didn't suit it.
Further concerns: the checkpoint is sparse, and the FLUDD underhang section would likely be a deterrent for anyone who didn't pass it first try.
SCENERY: 4.3/5
It's beautiful. Wholly beautiful. The nitpicks I have are that some sections are not visibly 1-up sections (I am mainly concerned about the small pit at the start of the temple with the moving platform and cloud – that was a minor frustration and could've been easily avoided), and the disabled stone in front of the temple's exterior doorways threw me off slightly. Amongst that is the general sensory overload of the level, with features in every single available space, and such design can be overwhelming for a player.
MISCELLANEOUS: 2.7/5
-0.3: The floordropper can bug out and trap you. It is a bug, and unavoidable, yes, but it nevertheless contributes itself to the experience and prompted loud, sarcastic remarks from me when I was killed by it.
OVERALL: 12/20

MYSTERY RUINS IN THE GROUND
GAMEPLAY: 4.5/10

What you're doing is juxtaposing two completely different kinds of level in one.
The majority of the level? Fine. The tipping log jump right before the checkpoint, as opposed to after it? Slightly annoying; I moved the start point. The evil wing cap part? Quite annoying, unclear as to what you're meant to do. The head-bashingly inane, imprecise speedrun challenge that took up a good fifteen minutes, with many bare misses that annoyed me beyond any end? That's the kind of experience this level should never have. That's the kind of level that considers the Super Meat Boy formula – simple, short scene, inevitable failure, many, many repeated attempts until you finally get the level clear. That's for a completely different kind of game, and I have to stress that Super Mario 63 is not this kind of game. SM63's physics are inconsistent, buggy, and annoying to deal with. The speedrun section (appropriately a task instead of a challenge) completely, utterly dissipates any fun you were having beforehand, because it thrusts you into a difficulty spike off the charts when the level's setup never called for it.
SCENERY: 4/5
They're intricately detailed, but can be chaotic and provide too much information for a player to process at any one time, and some parts look as though they're attempting a faux-glitch, with how chunks of the ruins are dispersed through the grasslands. The background is an unexpected change considering this level leads on directly through the first. However, it's still an accomplishment in level styling, and should be praised.
MISCELLANEOUS: 2.5/5
-0.5: The loading time. During the parts where death is the base risk (evil wing cap section, namely), dying is a jarring moment, turned into a jarring wait.
OVERALL: 11/20

AVERAGE SERIES SCORE: 11.5/20



*EMELIA K. FLETCHER

SUPERFLUOUS LANDSCAPE

this is your own level you pretentious ♥♥♥♥



MESSENGEROFDREAMS AND STAR KING

GENESIS
GAMEPLAY: 7.75/10

The gameplay is good. Great. It reflects quite well the periods you're describing in the half-meta storyline. What that does mean is that there are some parts which are very much confusing.
The most major example I can bring up is the homing invincible Bullet Bills. Homing invincible Bullet Bills are an entertaining gimmick, but homing invincible Bullet Bills acting as the method of navigating a section as well as being the obstacle means the player's thought is much less devoted to the direction of a level, and instead makes them think that since homing invincible Bullet Bills are nigh-uncontrollable, then the level is designed so as to accommodate homing invincible Bullet Bills. This part was infuriating especially in death, and the secret passage's lampshading would've made me chuckle were it not for the fact enemies do not pause during sign-reading.
One minor, minor note is the Cheep-Cheep passage in the opening section. Avoiding damage from Cheep-Cheeps is difficult when spinning makes you go upwards, and actually swimming out of sight of the bottom boundary feels like it transgresses some sort of unspoken rule about seeing your character at all times.
SCENERY: 4.1/5
Representative of the period you're mimicking, and discounting the flamethrower anachronism you noted, largely appropriate and clean presentation. The level itself, as pointed out, could've used some design work to make it abundantly clear what is happening during the frantic homing invincible Bullet Bill section, but otherwise it's a job well done.
MISCELLANEOUS: 2.85/5
-0.05: I will assume the sling star not being powerful enough is a bug you accounted for in some future version, or I am being an idiot and overlooking the solution, but I am deducting this nonetheless.
-0.2: Loading time is a joykiller, mostly during the vulnerable parts such as the homing invincible Bullet Bill section.
OVERALL: 14.85/20

PARABLES
GAMEPLAY: 8/10

This level is many things, so I suppose it's best to address them one by one.
The opening section is entertaining. Odd to navigate, unclear in that annoyingly vague way, like a lot of SM63 non-linear levels are, but stumbling through it once or twice gave me a good enough idea. The penguins' dialogue is especially good, and my personal top one is the top-right. Metasnark is always fun.
The following section I am assuming would be plenty of fun, but the springboards completely do not work on my end. I am not a fan of the force-through-terrain gimmick either, since it relies entirely on a glitch and an unpleasant one at that, but overall I'd say the overview looks like a bundle of high-jumping antics.
The next is plain to traverse, but there is some interest in the miniature story being told. Being the horrific cursory reader I am when it comes to video games, the only guesses I have are that both characters are posthumous, and one possessed some sort of grand power that was to be directed through manipulation? The problem is, I've never really had a soft spot for serious, original-universe storytelling in SM63 at all, because the audiovisual presentation is so, so in conflict with it! I can't honestly take on board much when it's Mario, travelling through Mario-like places and making Mario-like sounds. This is because I am a hardass with a fluctuating suspension of disbelief. The story itself sounds like a good point, though, and me attacking what is a pre-established genre helps none, so ignore what you wish of that rant.
The final section is a nice callback to 25quared, but what I have a problem with is what I realised shortly after finishing: the level design thrives on chaos. Jumping on the platform has an arbitrary chance of success with all the blocks zooming around, and I cannot even form a clear picture in my head of what else was there – the only thing presented with any clarity was the slow platform with the block-dodging.
Overall, I'd say a nice package of entertaining ideas, and a sustained well-executed summary of the past years, with just a few flaws in chaos and tonal dissonance.
SCENERY: 3/5
I will be honest – the part I thought best-looking was the story fragment, and the other parts just seemed off. I'm aware the blue background is intentional, but intentions have no say in what the presentation shows in the end , and it looks... off. The opening room is hard to initially process, and the ending room is just a giant bundle of chaos, but the terrain gimmick/story sections are respectively cleanly presented and beautifully constructed (sans what I thought was a rather jarring name formed from blocks).
MISCELLANEOUS: 3.05/5
+0.05: The slow platform in the ending room is personally my favourite element of the level, if only because it's so readily apparent what is happening and you have a chance of anticipation.
OVERALL: 14.05/20

APOTHEOSIS
GAMEPLAY: 8/10

First off – this level is more cleanly presented and laid out than Parables, and I fully appreciate that.
This level's Silver Star hunt was honestly a treat in most regards, especially when I went to the right and discovered some beautiful Bullet Bill arrangements – Volkove's own Bullet Hell? Unfortunately, while interesting to try and navigate, I just kept taking damage on the airship and slipping off, and eventually (out of sheer attrition) I gave up on it, and looked for where the pipe was in the LD. It was seriously a brick wall in that it was a fast-paced section, with no time given for the player to seriously work out any consistency, and that infuriates me knowing that in a non-linear environment, you can so easily do all the others first before you realise that effort was wasted. (I did get all the other Silver Stars!)
The next section I am ashamed to say I popped the secret switch for, since after what is meant to be so much effort, instantly being thrown into a time-based situation (my patience with time-based situations has been weathered already) is not something I'm particularly keen on. However, what I guess is the Super Mario Countdown homage (or would it be a crossover when done by the creator?) is designed in clarity – I could see both paths, and neither were obfuscated, so top marks.
The true final section is wonderfully executed, and I was very much impressed with the illegal block antics, although the reveal wasn't as impacting as I feel it was meant to be. In any case, it's a solid ending to a solid series, showcasing the years of level designing through intricate setpieces.
SCENERY: 4.8/5
It's gorgeous, and readily impresses the player in how it works, with thought given to avoiding chaos while still keeping a unique tone in environment. And in the true final section, it actually works as a surreal moment – that's something people often slightly miss the mark on, and observing it work in the face of every single preceding moment really makes me feel more pleased than I have any right to. (I am deducting that 0.2 on the basis that the Bullet Bills, while aesthetically amazing, are also quite overwhelming in the fact they shoot so frequently, and their patterns interlock in such a way that gives the player barely any room for thought.)
MISCELLANEOUS: 3.1/5
+0.2: With death by falling a severely toned-down risk in this level (I only counted a few bottomless pits which players might actually fall down regardless of their own volition), platforming becomes a lot less stressful. Props for this, even if you didn't intentionally design for it.
-0.1: The airship segment seriously grinds me down so much, being placed in a level where everything else is damn near perfect; slow the propellers down a little, or calm the rate of Bullet Bills, and this would've been great as an exercise in dodging.
OVERALL: 15.9/20

AVERAGE SERIES SCORE: 14.93



YURIMASTER

COSMIC GARDENS
GAMEPLAY: 6/10

I adored the first third, with springboards that don't rely on glitch methods and thus actually work – slightly inconsistent, but what can you expect with SM63's physics? The Thwomp platform-dropper was kind of unintuitive and took me a second pass to get right, though. One invisibility gate (starting transition, second-to-last before the next transition) was needless and was inescapable if you fell on the wrong side, but that's a minor quirk. No, the first third is fine; it's the rest of the level that really started grinding gears.
The water-bubble area is gorgeous to look at, but has so little margin for error that the player is scared to venture through – the preceding high-jumping segment sets the player up for a level tolerant to failure, and with a lesser degree of accuracy required. The sudden shift into precisely jumping in and out of water-bubbles is really not a fun point when SM63's physics ARE slightly inconsistent, and it was placed right before a checkpoint when ideally it should've come right after one to stop the player feeling cheated out of any progress they made. (I moved the start point.) The Cheep-Cheeps were hard to notice, and extremely punishing if you hit them and they knocked you out.
After having skipped the water section, I was faced with a precision-platformer. There is no way any player would've expected this within a level so free-travelling, and the fact it's got the preceding checkpoint helps little to none when the loading time is so long. Invincibility stars have a generous hitbox, and hitbox dissonance with a penalty of death is not good level design. I should mention that on the barrier you had to duck under, I prepared to run up and dive, and apparently the starting run extended my hitbox behind me and touched the star. That was absolutely not fun.
I absolutely want to give this level a higher score, with its inventive (or at least very creative) ideas implemented, but unfortunately difficulty inconsistency is just too much of a factor to ignore.
SCENERY: 4.75/5
I have no idea what precedents there are for high scores, but this one definitely deserves a place somewhere near the top for its ethereal presentation in the first two sections. The last one loses some points for being so littered with stars and breakable blocks as an obstacle that it detracts from the look, but that counts little to none when the scene is set so, so gorgeously.
MISCELLANEOUS: 2.9/5
-0.2: When the risk of death is so high, long loading times do not cooperate in any way.
+0.1: Props for the springboards working, and double-props for letting the player know that holding down the jump key can make the high-jump more consistent.
OVERALL: 13.65/20



CHAOSYOSHI

THE FOREST OF ILLUSIONS

The level appears to be corrupted when I run it, since one transition point-blank does not load, so no caustic criticism.



1018PETER

MARSHMALLOW MEADOW
GAMEPLAY: 6.75/10

Everything you've done is fine. Solid ideas, solid platforming. It's what you've not done that's causing problems – namely, on sections requiring tight precision with punishment by death (the platforms that actively push you off and into a bottomless pit), you have not lessened the blow by, for example, adding terrain below. Or hell, even adding a second checkpoint somewhere along the line.
I feel like I should again reiterate: the platforms actively push you off and into a bottomless pit. These are high stakes compared to the rest of the level, and janky in terms of difficulty and the player not feeling cheated because they landed to the left or the right of what is functionally a one-block moving tile that looks like three. This made me very angry when I initially started judging, so much so that I skipped this and came back to it at the end.
One more thing: when you provide an alternate path right at the start, one that is much harder, a 1-up as a reward is not a good reward. In fact, when I found out I'd just been dumped back into where I was originally going to go, I felt sort of cheated. Have major alternate paths serve a non-superficial purpose, and for the love of God, do not make alternate paths send you back.
SCENERY: 4.25/5
Good stuff, looks natural, not too much of note apart from the very slightly ugly shine pole (which is a decent idea) and the passageway blocker in the first water segment, which looked pretty jumbled. Clouds are a nice touch, although annoyingly blocky. Stripes in the ground are a good idea, but not very consistent with the alignment of stripes.
MISCELLANEOUS: 3/5
OVERALL: 14/20

STRATOS LOOKOUT
GAMEPLAY: 3/10

You got such a low score! This is ♥♥♥♥! You spent so much effort on ensuring everything was possible!
This level is not an enjoyable level. It's not enjoyable period. You, the designer, can probably pass it knowing the best paths, but you are the least fit to judge what difficulty your level is, because you know the ideal solutions beforehand, and your tolerance is much higher when dealing with your own precious creation. Players, on the other hand, are going in expecting a fair challenge where they learn their way around the level, and can master it fluently and with no unrealistic expectations of them. Let's see.
The beginning is tame, and then you're presented with section after section after section of unprecedented precision. A chasm where you have to use Bullet Bills to get to a Sling Star, where failure means death, then a long loading time, then being sent back to wherever the hell? And then another chasm with increased precision and no let-off on the fact you'll fall into a bottomless pit and die? I set my starting point right before both of these, because there's no way I'm trekking all the way back through the level I already did just to have another futile attempt at The Insanely Punishing Section. Possible? Yes, but seriously not intuitive or friendly at all. And then the boss.
Oh, boy, the boss is serious. Tilted, thin flamethrowers have the most amazing case of hitbox dissonance, and once you're hit, you're stunned. In a time-sensitive environment. Not to mention that for some jumps, you actually need the height of a double jump, which requires wasting a precious few moments to get an otherwise superfluous jump in. I have detailed the first half, in which I died at least ten times, all of them in infuriating and incapacitating states. Then I saw the second half.
You're asking me, after that frantic mess of a first half, to cross a chasm with homing Bullet Bills, one of the LEAST consistent enemies in the entire game. A long chasm, in an autoscroller, after literally everything else in the level.

I should mention I quit at that point.
SCENERY: 3.5/5
It's acceptable. Clean. Noisy in the final boss, with no clear presentation whatsoever. All applicable problems detailed in Marshmallow Meadows carry through.
MISCELLANEOUS: 2.5/5
-0.5: If your level lags in the section which needs it least, and you think that on a powerful computer 20fps is still acceptable, I have to tell you that's stupid. Lag is something that should ideally never be present, and if so it should be minimised in whatever ways necessary.
OVERALL: 9/20

AVERAGE SERIES SCORE: 11.5/20



HARMLESS

BUTTERFLY HILLS
GAMEPLAY: 8.5/10

This level is refreshing. It's simple, there's no pressure to clear failure-prone obstacle courses, and it's all packaged in an exploratory environment that rewards on every count. The places you can go are readily clear, and any punishment is simply just dropping down to another path, rather than resetting all your progress. The FLUDD collection to clear the end part is a nice idea, and even if you have to backtrack, you don't really have to go very far and it's all a pleasure along the way. I'd say it's not too innovative or interesting to consider, but I'm honestly not sure if those are criticisms so much as points towards the sprawling level you've created.
(I should mention I found the secret Shine first, because I am always the best at doing things in the wrong order.)
SCENERY: 3.25/5
It's plain in décor, and the floating parts can look clunky when you zoom out, but those are staples of Mario design so I'm not sure why I have any reason to complain. Simple, effective, not going to score any points for elaborate and lush design around every corner, and I'm fine with that since the paths are more clearly presented.
MISCELLANEOUS: 3.2/5
+0.2: Thank goddamn Christ your testing was thorough – there are no bugs and no overly harrowing sections.
OVERALL: 14.95/20



MEGAR

METAL FIELD
GAMEPLAY: 6.25/10

Main concern: length. Counter: it doesn't need to be long to be enjoyable. I can feel the veins of Horizon Heights in the level design here, although this one ascribes a more linear design, and that's fine in my books. A lack of questionable difficulty spikes, and the only fault I can pick out is that the the clock-hand takes an awful long time to come all the way around, which left me waiting for longer than I expected. (This is one of the most minor things anyone could point out.)
SCENERY: 4/5
It looks impressive, if a bit overly decorated at times, but the only point where I ever went “what am I looking at?” is the Silver Star battery, and that's the tileset's fault, not yours. On full zoom, some cutoff in the upper-right corner is visible where the camera presumably is never expected. However, your scene-setting is wonderful and nothing looks ugly.
MISCELLANEOUS: 2.75/5
-0.25: I got lag. I'm not sure why, but it was powerful enough to hit me down to 20fps. Not like I can complain majorly, though.
OVERALL: 13/20



KARYETE

CLOCKWORK FIELDS/CLOCKTOWER FIELDS
GAMEPLAY: 8.6/10

You've got the formula. When I died that single time, I did not feel cheated. I felt like it was my fault for slipping off a platform that could've easily been landed on, and the relative ease of the level while still providing enough of a challenge to think about ensures that deaths do not ever reach the stereotypical ROM-hack unfairness. Props to you, and the only nitpick I have is that the end section can be made redundant with a skilled jump, and that the second tower was slightly confusing to navigate (especially in the start where everything attacks you, and the fact the lava-moat bridge is technically skippable with a leap of faith).
SCENERY: 4/5
Everything makes sense. It's all a coherent look on the outside, and with the interior's tileset being inherently hard to look at, I can't fault you with what you've done to counteract it. I'd say the flamethrowers look somewhat strange, and at times the outside looks just that tiny bit bare, but good job otherwise.
MISCELLANEOUS: 2.95/5
-0.05: I think I got some severe lag for a few seconds at one point. Not much to be concerned about, though.
OVERALL: 15.55/20



KEVINOC

SECRET WITHIN THE DESERT SANDS
GAMEPLAY: 0/10

WHAM – a thud and a nasty crack and Neville lay, face down, on the grass in a heap. His broomstick was still rising higher and higher and started to drift lazily towards the Forbidden Forest and out of sight.
Madam Hooch was bending over Neville, her face as white as his.
“Broken wrist,” Harry heard her mutter. “Come on, boy – it's all right, up you get.”
She turned to the rest of the class.
“None of you is to move while I take this boy to the hospital wing! You leave those brooms where they are or you'll be out of Hogwarts before you can say 'Quidditch'. Come on, dear.”
Neville, his face tear-streaked, clutching his wrist, hobbled off with Madam Hooch, who had her arm around him.
No sooner were they out of earshot than Malfoy burst into laughter.
“Did you see his face, the great lump?”
The other Slytherins joined in.
“Shut up, Malfoy,” snapped Parvati Patil.
“Ooh, sticking up for Longbottom?” said Pansy Parkinson, a hard-faced Slytherin girl. “Never thought you'd like fat little cry babies, Parvati.”
SECENERY: 0/5
“Look!” said Malfoy, darting forward and snatching something out of the grass. “It's that stupid thing Longbottom's gran sent him.”
The Remembrall glittered in the sun as he held it up.
“Give that here, Malfoy,” said Harry quietly. Everyone stopped talking to watch.
Malfoy smiled nastily.
“I think I'll leave it somewhere for Longbottom to collect it – how about – up a tree?”
“Give it here!” Harry yelled, but Malfoy had leapt onto his broomstick and and taken off. He hadn't been lying, he could fly well – hovering level with the topmost branches of an oak he called, “Come and get it, Potter!”
Harry grabbed his broom.
“No!” shouted Hermione Granger. “Madam Hooch told us not to move – you'll get us all into trouble.”
MISCELLANEOUS: 0/5
Harry ignored her. Blood was pounding in his ears. He mounted the broom and kicked hard against the ground and up, up he soared, air rushed through his hair and his robes whipped out behind him – and in a rush of fierce joy he realised he'd found something he could do without being taught – this was easy, this was wonderful. He pulled his broomstick up a little to take it even higher and heard screams and gasps of girls back on the ground and an admiring whoop from Ron.
OVERALL: 0/20



SINGERBOY41

SINGERBOY41S LEVEL
GAMEPLAY: 1.5/10

I appreciate you put some effort into this. Some. However, what you have turned out is essentially a shoddy port of a level already ported many, many times, and it's a predictable, uninteresting experience. FLUDD is given for the sake of being given (very loudly), things are breakable for no explicable reason, and the secret area's 1-ups may as well be a jumpscare.
SCENERY: 1/5
Cutoff. Floating rooms. No backgrounds. No décor. Nothing worth points at all, really. Even copying a pre-existing SM63 level would've given you a better idea of what to do.
MISCELLANEOUS: 1.5/5
-1.5: A straight-up port shows little creativity at all, and could even be counted as plagiarism.
OVERALL: 4/20



-BY

LAST GLOOM
GAMEPLAY: 5/10

I was... confused. The hitboxes of the moving blocks don't seem to work well (I moved the start point after falling through enough times), and I managed to get what I assume is a secret Shine without even understanding how I got there. Was I meant to get FLUDD before then? Who knows? I'm assuming the level had some coherent order I was just missing, from the effort that was put in, but as it stands I feel like I've played something completely different to what I was shown. I can't say much else because I'm not sure of much else.
SCENERY: 4.5/5
The place looks gorgeous, though. Plenty of garnishes, impressive architecture (I'm just remembering Lacarno), a treat to amble through.
MISCELLANEOUS: 3.25/5
+0.25: The alternate music is in the same key as the invisibility cap music. It sort of worked.
OVERALL: 12.75/20



FROZENFIRE AND NANTHEDARK

MESSENGER OF KINGDOMS – TRIP 1
GAMEPLAY: 7/10

I'm liking the lavish detail, especially with its coherent layout that doesn't confuse the player beyond belief – not once did I ever stop to go “huh, what am I doing here?” The gameplay is mostly just jumping from platform to platform, not much observed yet, but I'm hoping that since this is technically one single setting there'll be some further development of the level.
SCENERY: 4.25/5
Once again: I'm liking the lavish detail, although the town areas seem just that little bit too basic compared to the growth of the middle sections. Maybe that's intentional and I'm being an ♥♥♥. Great work.
MISCELLANEOUS: 3.05/5
+0.05: your alternate music modulates to Bb minor at one point and brings in a piano lead and that's a great choice thanks
+0: I should just note that a lot of the NPCs aren't disabled but it's no problem
OVERALL: 14.3/20

MESSENGER OF KINGDOMS – TRIP 2
GAMEPLAY: 7.5/10

I'm liking where this is going. The wreckage is different enough and the core level design not too memorable (this is not an insult) that people feel like they're just backtracking, and the point I mainly take against this is that it takes a few tries before you find out how to rush through the level and avoid everything, which is by far the most effective strategy. Bullet Bill jumps are still not fun.
I'm just very slightly concerned that less effort was put into this than could've been, seeing that this level (and probably the next one) are all 80% the same.
SCENERY: 4.35/5
The separate paths coming into play bring their look into play as well, and they're well-designed with completely clear routes and no confusing patterns. All previous scenery is still gorgeous, although the towns are still bare.
MISCELLANEOUS: 3/5
+0: still a couple NPCs not disabled
OVERALL: 14.85/20

MESSENGER OF KINGDOMS – TRIP 3
GAMEPLAY: 7/10

The same sort of vibe as last time, although this time I'm going to take issue with the lava section which takes a few times for a player to get right. The final bridge jump is a kick in the gut if you don't get it precisely right, since that pretty much marks the end of the level and failing there means doing the whole thing again. I'm definitely feeling the backtrack-repetition vibe now.
GRAPHICS: 4.4/5
Somehow, ironically, the towns feel a little less bare. Nothing to really bring the score down.
MISCELLANEOUS: 2.5/5
-0.5: That was honestly one of the weakest ends I've ever seen to a story. Really. It's not even playing off the anticlimax, it's just plain serious. The joyful Shine-get animation to finally cap the entire series off clashes in a really vile way.
OVERALL: 13.9/20

AVERAGE SERIES SCORE: 14.35




SUPERM63CREATOR

LITERAL GRASSLANDS
GAMEPLAY: 0.5/10

He turned his broomstick sharply to face Malfoy in mid-air. Malfoy looked stunned.
“Give it here,” Harry called, “or I'll knock you off that broom!”
“Oh, yeah?” said Malfoy, trying to sneer, but looking worried.
Harry knew, somehow, what to do. He leant forward and grasped the broom tightly in both hands and it shot towards Malfoy like a javelin. Malfoy only just got out of the way in time; Harry made a sharp about turn and held the broom steady. A few people below were clapping.
“No Crabbe and Goyle up here to save your neck, Malfoy,” Harry called.
The same thought seemed to have struck Malfoy.
“Catch it if you can, then!” he shouted, and he threw the glass ball high into the air and streaked back towards the ground.
Harry saw, as though in slow motion, the ball rise up in the air and then start to fall. He leant forward and pointed his broom handle down – next second he was gathering speed in a steep dive, racing the ball – wind whistled in his ears, mingled with the screams of people watching – he stretched out his hand – a food from the ground he caught it, just in time to pull his broom straight, and he toppled gently onto the grass with the Remembrall clutched safely in his fist.
SCENERY: 0.75/5
“HARRY POTTER!”
His heart sank faster than he'd just dived. Professor McGonagall was running towards them. He got to his feet, trembling.
“Never – in all my time at Hogwarts –”
Professor McGonagall was almost speechless with shock, and her glasses flashed furiously, “– how dare you – might have broken your neck –”
“It wasn't his fault, Professor –”
“Be quiet, Miss Patil –”
“But Malfoy –”
“That's enough, Mr Weasley. Potter, follow me now.
MISCELLANEOUS: -1.25/5
Harry caught sight of Malfoy, Crabbe and Goyle's triumphant faces as he left, walking numbly in Professor McGonagall's wake as she strode towards the castle. He was going to be expelled, he just knew it. He wanted to say something to defend himself, but there seemed to be something wrong with his voice. Professor McGonagall was sweeping along without even looking at him; he had to jog to keep up. Now he'd done it. He hadn't even lasted two weeks. He'd be packing his bags in ten minutes. What would the Dursleys say when he turned up on the doorstep?
OVERALL: 0/20


~MP3 AMPLIFIER~

THE SECRET MEADOW
GAMEPLAY: 6.95/10

The level design was a joy to travel through, except for two major sections – the blocks leading to the Thwomps, and the circling platforms, which both were easy to fail and punished failure with death. These difficulty spikes aside (I have already voiced practically everything I have to voice on those previously), nothing to really comment on.
SCENERY: 4.75/5
Lush as a child's world would be, symbolic as a story would be, jarring as another world would be. The one thing I find myself complaining about is the large tree, which doesn't seem to look quite in one piece.
MISCELLANEOUS: 3.5/5
+0.5: Emotive, perhaps references The Secret Garden, and definitely a strong point when the other narrative creeps in.
OVERALL: 15.2/20



DORAM

TREASURE HUNT
GAMEPLAY: 8.5/10

Solid. Non-linear and promotive of exploration, no parts that made me despair. I will say I managed to get through by just stumbling around and taking every path I saw, but drawing a map would've probably been ideal.
SCENERY: 2.75/5
Nothing to crow home about, but motifs and a lack of cutoff show their work. Plain at parts, transitions are just a bit too narrow to accommodate fully zooming out, but those aren't big problems for a level like this.
MISCELLANEOUS: 3.1/5
+0.1: Transitions are fast, which is a great factor when you're constantly going between them.
OVERALL: 14.35/20



ASDFMOVIECALEB

THE FIERY MOUNTAIN PLAINS
GAMEPLAY: 5.75/10

As an exercise in making a level that doesn't overly frustrate, you've hit the mark halfway. Enemies can crowd you in most areas, the obscuration of Mario works against the player in a few ways, and narrow tunnels edged up against transitions can lead a player to be confused, but otherwise there were no major flaws. Except.
Upon getting to the end transition, I found no Shine Sprite. Upon returning to the transition after having left the computer for a brief moment, I looked around and still found no Shine Sprite. What I did afterwards was go to the LD, look at the end transition, and find out it was tucked away in the mound. And that there was a Silver Star hidden right at the top of the preceding “mountain”, where nobody would travel, and where it was completely invisible. Perhaps you were expecting the name “Mt. Silver” to act as a hint, but that only works if you already know there's a Silver Star there – most players will assume, with the goofy naming beforehand, that this name has no significance (or if it does, it's just the colouration of the rocks). Make the goal clear, and make achieving the goal clear.
SCENERY: 2.5/5
The grasslands look excellently decorated, the volcanoes look bare, roughly laid out, and the twisted-tree-veil doesn't particularly look the best it could. The flame towers can look extremely ugly when distorted. Graphics are still fairly decent, though.
MISCELLANEOUS: 3/5
+0: “Ol' Faithful of Death” is not a name that makes sense.
OVERALL: 11.25/20



SUPERPIKA999

GRASSLANDS REMIX
GAMEPLAY: 7.2/10

I'm a fan of just elements done well, without any overextending and manipulating glitches to form the Next Big Thing, and this level has a wonderful basic Mario vibe. The dualism towards the end isn't going to score points since seeing both paths would involve playing through the rest of the level twice. The Thwomp upon entering the room is quite sudden and would likely catch many
SCENERY: 2/5
Plain, blocky, but serviceable and not ugly nor cut-off. Some transitions could be a bit wider to accommodate for zoom.
MISCELLANEOUS: 3/5
OVERALL: 12.2/20



PUGPLAYS

GRASSLANDS OF TONRAI
GAMEPLAY: 3.5/10

Your level is short.
When designing, it's a good idea to remember that a player will always try to make as little effort as possible, so when you introduce Rocket FLUDD halfway through, the typical person will instantly break the rest of the level by skipping sections entirely. There is little substance to the level anyhow, the top Silver Star is cut-off by the level boundary (as is the right-hand cloud after the first Penguin chain) which is never good practice when trying to make your level at all intuitive. I can see you've laid out a deliberate path, but it's no good when it's completely possible to just avoid it.
SCENERY: 2/5
What you have decorated (two landforms) looks decent. Everything else has no décor at all sans the floating log, and long chains of floating enemies can look very ugly. (The long chains of penguins in particular.) You do not score lower because there's not really much in this level (possibility of cut-off, enemy spam) that can possibly do that.
MISCELLANEOUS: 3/5
OVERALL: 8.5/20



JUMBO101

A GOOMBA TALE
GAMEPLAY: 6.5/10

Good work! Solid choices throughout, plays like an actual Mario platformer would. If I were to vent any frustrations, it would be the one element of placing Bullies on narrow platforms – bouncing off them is unpredictable, and along with enemy crowding in the Bullet Bill platform circle, has led to most of my deaths, which have then been accentuated by a long loading time. I do also somewhat feel that the gameplay is just a little too bare-bones – you keep jumping across chasms, and there are Bullies, and occasionally flames. I'm not sure, something to mix it up would've been appreciated and would've added to the worth of this level in variety. However, apart from that, I have no platforming nitpicks. The enforced intro, however, is something that kind of detracts from the experience somehow (it's an amazing feature!) when you die and must start over. My moving the start point after having found the checkpoint basically nullified this, but that's not what a standard player would do.
Another downcome – feels a bit short. I see it's a two-parter, but that means nothing without the second part.
SCENERY: 4/5
What I realise I appreciate most about this level's graphics is how natural they are, how Mario-like they are in their placement. It's not anything that pops out in the player's eyes, and good décor doesn't need to. The point I'm taking off is just because the clouds look annoyingly unnatural against the sublimity of the ground, and that the later areas (namely the cave tileset and the castle) begin to feel bare, which I accept also reflects the design of Mario levels, except Super Mario 63 is capable of quite a bit more without feeling like typical SM63 lush design.
MISCELLANEOUS: 3.75/5
+0.5: The introoooooooo (following Goomba with adorable movement a nice touch)
+0.25: That's a nice portrait
OVERALL: 14.25/20
Last edited by *Emelia K. Fletcher on April 30th, 2015, 9:51 am, edited 2 times in total.


');
');





');





User avatar
*Emelia K. Fletcher
Who's this douchebag?

Error contacting Twitter
Error contacting last.fm
 
Posts: 2926
Joined: July 24th, 2010, 3:40 am
Location: A\//\\/A

Cookie
Venexis: "He had everything out seven hours after I had sent the results, give or take. And most of those hours were in the dead of night, lawl. 11/10 would hire as host of a game show."

Thumbs Up given: 42 times
Thumbs Up received: 211 times

Re: 29th Level Designing Contest

Postby *Emelia K. Fletcher » April 30th, 2015, 9:47 am

also i'm glad to know that people recognised saw what i was doing in my level

also that they also saw i had a chronic case of didn't really finish well

also i highly recommend you read whatever judging i wrote because i'm interested to see what kind of reception my judging style gets


');
');





');





User avatar
*Emelia K. Fletcher
Who's this douchebag?

Error contacting Twitter
Error contacting last.fm
 
Posts: 2926
Joined: July 24th, 2010, 3:40 am
Location: A\//\\/A

Cookie
Venexis: "He had everything out seven hours after I had sent the results, give or take. And most of those hours were in the dead of night, lawl. 11/10 would hire as host of a game show."

Thumbs Up given: 42 times
Thumbs Up received: 211 times

Re: 29th Level Designing Contest

Thumbs up x2

Postby Megar » April 30th, 2015, 10:03 am

I'll be honest MK
I think you're one of the best judges
You judge based on what people do with the game and point out when they do something that doesn't really work with the game and I like that
User avatar
Megar
Follower of Razputin

Error contacting Twitter
 
Posts: 2482
Joined: December 31st, 2009, 3:08 am
Location: On the Steel Ball Run

Runolympics 2015 Winners

Thumbs Up given: 42 times
Thumbs Up received: 147 times

Re: 29th Level Designing Contest

Postby *Emelia K. Fletcher » April 30th, 2015, 10:09 am

Megar wrote:I'll be honest MK
I think you're one of the best judges
You judge based on what people do with the game and point out when they do something that doesn't really work with the game and I like that

thanks bb

don't accept what the masses opine of this cur of a flash game, overthrow the structure and let all of humanity express themselves cleanly and openly








/s


');
');





');





User avatar
*Emelia K. Fletcher
Who's this douchebag?

Error contacting Twitter
Error contacting last.fm
 
Posts: 2926
Joined: July 24th, 2010, 3:40 am
Location: A\//\\/A

Cookie
Venexis: "He had everything out seven hours after I had sent the results, give or take. And most of those hours were in the dead of night, lawl. 11/10 would hire as host of a game show."

Thumbs Up given: 42 times
Thumbs Up received: 211 times

Re: 29th Level Designing Contest

Postby Raz » April 30th, 2015, 10:10 am

MK wrote:
Megar wrote:I'll be honest MK
I think you're one of the best judges
You judge based on what people do with the game and point out when they do something that doesn't really work with the game and I like that

thanks bb

don't accept what the masses opine of this cur of a flash game, overthrow the structure and let all of humanity express themselves cleanly and openly

viva la revotsu ttt please

no
Karyete, Master of Civil Conversation
Disclaimer: none of these messages have been edited, context can be provided if needed (thanks discord!) but absolutely does not change anything about these messages and that he's too overly defensive and cocky to make situations better

Karyete: I don't have anything to say to you, I've been deliberately trying to not offend you for years, actually, but apparently everything I say to you is wrong. You come across as so aggressive that you successfully intimidated me into not wanting to talk to you
Karyete: Seriously, what is your problem? And not only that, you fail to even acknowledge you might be in some wrong here.
Karyete: Oooh it's you? Hello. Feel free to drop this right now. You're going to make yourself look like an idiot.
Karyete: We don't want to hear your opinion at this stage.
Karyete: You're not getting any apology, especially after now.
Karyete: You can stay up on your high horse, continue to twist the truth and act like an absolute child all you want. I refuse to give respect to a man who right now is picking up a dropped argument because he simply cannot fathom the idea that he might be in the wrong.
Karyete: How pathetic
User avatar
Raz
"quite easily the most manly man of all" --Raz

Error contacting Twitter
 
Posts: 4432
Joined: July 12th, 2010, 5:48 pm
Location: :-)

Razzian Fighter

Thumbs Up given: 40 times
Thumbs Up received: 367 times

PreviousNext

Return to Graveyard