NOTES: I judge by Graphics. It means nothing; Graphics and Scenery are practically synonymous. If you take issue with a judging, please make a post, and be civil about it.
Nwolf – Everything Moves!
Gameplay: 4/10
One star near the bottom requires timing paramount to pure luck, or to simply take damage and bounce back up. The top-left star requires timing paramount to pure luck. It is extremely hard to not die after collecting the bottom-left star. As a whole, the level requires timing paramount to pure luck. I did not, and probably could not finish this level.
Yeah, I'm pretty sure you can tell at this point that I don't think it was exactly the most tightly designed gauntlet. The points I have given are because you didn't completely mindlessly place objects, it looks coherent enough and movement can flow between sections, and I found the pendulum star's placement honestly the Fairest Of Them All – an example of something risky, but entirely possible.
Graphics: 2/5
For what you've done (a more fire-based level), it looks alright. Not much décor would've worked here. I still have to deduct points for the relative plainness and chaotic layout of obstacles with no exact link between each one.
Miscellaneous: 3.5/5
+0.5: Shinmyoumaru is a fitting choice for a music theme, yes
OVERALL: 9.5/20
~MP3 Amplifier~ – Trapped
Gameplay: 5.5/10
I was okay with the forced damage in earlier parts, since I assumed it was necessary (even though it seems like it wasn't). The Bill tower was inventive. The invisibility cap section felt like I cheated by using the flamethrowers to hop up directly (an oversight?). The bloss section felt like I'd been doing something wrong, since I got squashed multiple times, and watching from the LD, there is an extremely narrow timing window for falling through before they go out of sync and you are forced to wait again.
The final section – the invisibility maze – was horrendous. “Helpful push” meant that the first block eventually killed me by going just low enough, and the second sorta just moved me around a little. Watching from the LD again, as far as I can tell, the entire maze was concocted of things happening that you wouldn't know to make happen.
Please, try and look at your level from the standpoint of a player who knows nothing. Get someone who knows nothing to look at your level. Buggy, artificial difficulty was abound here, and it's a shame, because with just a few tweaks, this level could've been so much more great.
Graphics: 4.75/5
It's a gorgeous exercise in making a cave seem lush, though. The points I do deduct are due to the chaos of the final section, and the relative bareness of the pick-a-straw cave.
Miscellaneous: 3/5
OVERALL: 13.25/20
Star king – shutdown.
Gameplay: 7/10
I want to give this a really high score, so badly, but despite the genius of the loop system's execution, and despite the fact the platforming was tight and still allowed for failure, the final loop really messed things up for me. The superfluous Shines throw off the player with their noisiness, and touching one meaning instant failure in the guise of a success really compounds the problem. I get the whole point, I just feel that it was either poorly planned out or just a really unfair jump in difficulty.
Graphics: 4.5/5
Goddamn does the reactor look amazing, though. Plant foliage doesn't exactly make sense, and the whole presence of the reactor without distinguishing between it and the level space meant I thought it had some gameplay function, but otherwise, it's sweet. Huge props for making the water look good, and I like the slingstar around the pipe. (Sweet intro text.)
Miscellaneous: 3.5/5
+0.5: good fitting music yes
OVERALL: 15/20
Karyete – The Lost Coal Pit
Gameplay: 7.5/10
Simplistic, perhaps easy, yes, but loose enough that the player can navigate and still feel some sense of accomplishment. I commend you. It just could've been that bit more, though – the area you take up with blocks feels like there's something that was meant to be there, so you absolutely had space as a premium.
Graphics: 2.5/5
Plain. A little ugly in terms of how the unused area is portrayed in overwhelming size. Okay otherwise.
Miscellaneous: 3/5
OVERALL: 13/20
FrozenFire – P U L S E
Gameplay: 8.5/10
A puzzle level! One thought out, carefully planned. I commend you. Issues I could find were that the timed invisibility stars in front of the gate are unnecessary, and throw the player off by either confusing them or making them think they're there to wear the powerup off (which they technically are, but the timed element is unnecessary nonetheless). I should also note that the pipe gate thing threw me off, because it appears as though with an invisibility star you can ground-pound it, which I spent quite a while trying. These two flaws aside, the level is tightly designed, and deserves praise.
Graphics: 3.5/5
They're a little bare, yes, and the chambers aren't quite articulated enough to really make clear where things are at first glance since the foreground/background palettes are quite close, but you've done a good job making it look appealing nonetheless. (Some gates blended into the walls all too well, and it took me one pass to find the dropdown into the chamber leading to the Bills.)
Miscellaneous: 3.25/5
+0.25: Beautiful, decently fitting music.
OVERALL: 15.25/20
Supershroom – Boolord's Mini-Quest
Gameplay: 8.5/10
It's a well-designed speedrun challenge, with an interesting dualism mechanic, and the only letdown I felt this level had were the fact that the sudden shift from solid to non-solid really required the player to discern what was now the new course. The intro text was necessary to have the level make sense, so I count it as a part of gameplay, and I feel like it could've been more clearly written than paragraphs to communicate what was going on in the level, and it still suffered a disconnect from the level itself by virtue of being outside the level itself. It's just a minor flaw I found interesting to cover, though, and otherwise this level is sweet.
Graphics: 3.5/5
The décor looks solid for the Normal shine, but for the Challenge shine, there's confusion between foreground/background present whenever you use mansion tiles, and the Challenge making many elements non-solid which otherwise are apparently solid makes the player second-guess themselves, which in a time-sensitive environment leads to frustration. It's a sadly unavoidable issue, but it's fine otherwise.
Miscellaneous: 3.5/5
+0.5: Very fitting music, indeed.
OVERALL: 15.5/20
NanTheDark – The Koopa Boy and the Shy Girl
Gameplay: 5.9/10
It was fairly plain, decently designed with some thought, and is a serviceable level (even though the main drawback of 25x25 is that linear levels do not last very long). My main issue is with the story, which honestly just feels like something placed on the side, with no real intrigue or drive to integrate itself into the level. Typical Romeo/Juliet fare, played completely straight despite the inherent non-serious nature of the characters (which is to say, they are Mario enemies), leaving it quite unsubstantial and with no real reason to be there.
Graphics: 4.25/5
Beautifully decorated; I just feel like it's a little repetitive and the giant stone-block arches don't seem to meld too well in some places.
Miscellaneous: 2.9/5
-0.1: The music is very well composed. The music is also horrendously made, and it's played like someone's attacking a musical instrument with a blunt instrument.
OVERALL: 13.05/20
SuperMIC – Great Leaf Galaxy
Gameplay: 5/10
I have made efforts to try and enjoy the level; perhaps persevere enough to complete the level, but beneath the varieties of platforming on offer, I feel like a cardinal sin was committed: this level predicates itself on trial and error to figure out in which order to activate the lodestones, yet the level designer themselves would be the LEAST suitable for testing such a mechanic, since it is physically impossible as they already know how to clear it, and likely do it in the exact order it should be done in – whereas for a player who picks up the level, and is told to clear four miniature gauntlets of admittedly quite demanding platforming, in a time-sensitive context, without knowing whether what they're doing is worth doing, they are not going to have a fun time.
Graphics: 4.75/5
Let it not go unsaid that this level is beautiful, however, and that the points I do deduct are because the level itself is very busy and can give a player moments of ambiguity.
Miscellaneous: 3.5/5
+0.5: Gusty Garden is a good choice
OVERALL: 13.25/20
Kimonio – Galifrey Reimagined
Gameplay: 6.8/10
Pretty decent all-rounder, although the relative ease of the open platforming clashes with the small space given, some of the level can be made redundant with well-timed jumps, and the superfast Bills are an annoyance and have no discernible purpose (apart from aiding that one jump near the bottom, I think?). Nothing particularly bad, but nothing to really write home about.
Graphics: 3/5
Plain, but serviceable. Some cutoff present. Some stars placed too near the edge of the level for comfort.
Miscellaneous: 3/5
+0: The Doctor still isn't Matt Smith any more, no matter how much you hope.
OVERALL: 12.8/20
Yurimaster – Uncharted Grounds
Gameplay: 6/10
The cyclical design was interesting, and the Star collection well designed – I just feel like the method of getting the Red Coin all-too-much relied upon stumbling across the mechanism that allows you to find it. And the lag. Lag is still not welcome.
Graphics: 1/5
It's a mess – a crowded, laggy, noisy, undecipherable mess. I see only the faintest aesthetic appeal in what you did, and throughout my playing this level, I was constantly remarking on how utterly nonsensical it all was.
Miscellaneous: 3/5
OVERALL: 10/20
MessengerOfDreams – Form
Gameplay: 7.8/10
In terms of gameplay, it confuses at first glance, but it doesn't require too much effort to figure out, except for reaching the Shine at all (jumping through the top of invisibility meshes still doesn't quite play nice). The flamethrowers are quite a pervasive threat that can be easily skipped through if one is willing to take damage, and it took me a few tries before I had any semblance of an idea how the collision on this level worked, but otherwise, it's solid in design.
Graphics: 4.25/5
A masterful workaround of the size limit in a 25x25 level, and the points I do deduct are simply because the central tower is a mishmash of “is this solid? Is this not solid? Where do I go?” that downright confuses the player. (Flamethrowers are an odd choice in a grass-themed level.)
Miscellaneous: 3/5
OVERALL: 15.05/20
Jumbo101 – Galactic Jewl Rush [sic.]
Gameplay: 4.5/10
The level design is otherwise fine, but I have two main flaws to pick out – first, that the level has 100 coins for the sake of it, foregoing any actual challenge since all are easily accessible, and secondly, the horrendous noise of cumulative red coin collection. Did you not test this level? Did you not realise that this level actively makes the player scared of collecting coins? What would otherwise be a fleeting but somewhat enjoyable experience becomes “please don't touch them all please don't touch them all please don't touch them all please don't touch them all please don't touch them all”
Graphics: 4.5/5
Props where it's due; at least the coin arrangements look decent, and despite some cluttering up above and some relative plainness below, you've pulled off an aesthetically pleasing look.
Miscellaneous: 3/5
OVERALL: 12/20
KABOOM – Star Factory
Gameplay: 6.5/10
Honestly? Bit of a mess. SM63 is not a precision engine, and while I am perfectly aware that everyone else's judgings place your level near the top, I'm not feeling it myself. Your ideas are nice and I like the whole “industrialism is a monster” theme that World of Goo itself evoked, but risk of being squashed repeatedly, or killed by a flamethrower you can't even see because being burnt freezes the camera, or by one you were shoved into, or by one you just got hit with because you can't see any reason to the timing? I couldn't even find a path to the bottom-left Star until I looked in the LD, because the switch is not obvious and neither is the Metal Cap.
Graphics: 3.75/5
Bleak, grey, wonderful at conveying exactly its setting, and that is the downfall – some parts are confusing to look at and discern meaning from because it's all going too fast (i.e. Metal Cap ascent, path towards bird-skull room), and some parts are not obviously openings instead of walls because they blend too easily with everything else. Still an accomplishment.
Miscellaneous: 3.75/5
+0.75: because Kyle Gabler's music is a monster at atmosphere and you have a wonderful idea applying his work to this level
OVERALL: 14/20
Megar – Sky Deck
Gameplay: 4/10
You are as aware as I am that this level is somewhat plain and doesn't offer much. This is fine. We can now agree this score is justified for a middling level.
Graphics: 2/5
You are as aware as I am that this level is somewhat plain and doesn't offer much. This is fine. We can now agree this score is justified for a middling level.
Miscellaneous: 3/5
+0: You are as aware as I am that this level is somewhat plain and doesn't offer much. This is fine. We can now agree this score is justified for a middling level. (The music is okay, but doesn't fit that well.)
OVERALL: 9/20
Venexis – Starlight Lament
Gameplay: 9/10
You ♥♥♥♥.
You've executed everything so that it works, and it's effective, bright, requires conscious thought, and actually becomes touching. The one point off comes from the potentially immersion-breaking elements, such as lava, clipping the edge of the ceiling on the moving platform, and getting squashed just by walking against something. The Silver Star at the bottom I assumed to be something you had to get with a cap, not by just walking off and hoping there's a platform. However, the entire experience far outweighs these by virtue of being so enveloping.
Graphics: 4.9/5
I can't properly fault it at all. Everything non-gameplay works to a T, the decoration and scene-building works to a T, and I read the goddamn gravestone. I'm deducting that single tenth because the disabled Silver Stars threw me off, but once again – things can outweigh other things.
Miscellaneous: 4/5
+1: I swear to ♥♥♥♥ god Family
OVERALL: 17.9/20
Doram – Powerup Complete
Gameplay: 4.5/10
It's decent, and the concept is played straight well enough, but there's not much substance to it – there's no real difficulty; the level just asks of you to perform a few simple tasks. The hover FLUDD isn't even really necessary.
Graphics: 2/5
There's nothing, really. Points given are for avoidance of cutoff and effort into terrain being like a cave, but as it stands you've just essentially given terrain and then a bare bit more.
Miscellaneous: 3/5
OVERALL: 9.5/20