

Judgings be here and statistics as well. Come on Pete, please don't loose faith into your abilities and there's always next time. And you're also moving up two places.

Spoiler: show
1018peter – Pillar of Power
FUN: 7.75 You’ve done an almost good job on making a level all vertical from bottom to top. There’s a nice amount of different things you did with flamethrowers, albeit it sometimes got repetitive towards the end with always just bouncing across a horizontal flame. The bouncers were actually the biggest problem – they’re just so unreliable with blocks. Even whenever I wanted to press the jump button and go high, it mostly didn’t work, and this sparked forced damages, especially at the start you could come out with only 4 healths left. 180-speed green platforms do a far better job on this – if I had those, I could always try timing my jumps nicely and get through. When I’ve got the Rocket FLUDD, this issue was solved, however the ending turned out to be a bit flat with no final obstacles on the last two floors. There could have been a bit more to come towards the end.
GRAPHICS: 4.25 The structuring and the tile combinations are very well done through most of the level. The blending of both evil / gold bricks and hall / mansion background tiles is neat, as well as the small enclosed lava fields. There’s quite few décor however. There can be more rocks and fences and twisted branches to make this tower look even more creepy and old.
OTHER: 4/5
+0.75: Very nice music choice. Makes this level feel powerful indeed.
+0.25: Very few loading time and a bit of lag.
OVERALL: 16 A very clever 4K-level which only suffers from not going the extra mile towards the end and choosing the wrong gadget for bouncers. Nice job you did.
Yurimaster – Chromatic
Well, it’s just too bad that you went inactive for now, hopefully you’ll come back one day … if not, we’ll definitely remember you as a marvellous designer.
Goldy301 – Tracking for 8 Red Coins
FUN: 5 There were at least a few things working in this level. It has a two-sided structure (with the left side being far shorter than the right) and it offered a bit of variety. However, the amount of trolling in this level was annoying, with pointless signs such as “Woohoo! You can’t get back” or “:censor: Blocked!” and that four green platforms at the end with one of them pulling you into death, for example. Most segments were quite generic and simple to play. The best part IMO were the invisible tiles.
GRAPHICS: 2 It feels bland and generic through most of the level. A cumulation of unrelated bricks and landscapes, and the bricks being very simplistically ordered in vertical rows. There are also cases of cutoff present, such as at the grass wall being cut away next to the switch tiles (use green bricks), a pair of flamethrowers with the upper one being upside-down, and a warp pipe top being premorsed (dunno if this was intentional). Good thing that there are some trees and butterflies, though.
OTHER: 3
+0.25: liked the many shine sprites being embedded by metal cage
-0.25: Since this level is only 17 tiles tall, it appears that there’s an empty half row at the bottom when zooming out.
OVERALL: 10 Yeah, I’m sorry, this basically deflects a very first level of yours and we know that you can do far better in the meanwhile. See ya in the 30th LDC?
MegaR – Nice meme!: The level
Coming soon to a level vault near you … maybe in your next life.
awesomeguy99 – Sidescroll Skyline
FUN: 8 Alright, this was a nice relaxing level. Good structure, seeing that landscapes and platforms alternated well. Fairly straightforward, like a NSMBWii level, nice atmosphere, yet not many engaging things. Actually, at the end with the row of clouds sending you back after falling down – it’s good that you didn’t want to let us die there, but I’d appreciate something more demanding in terms of platforming or difficulty than just hopping over clouds.
GRAPHICS: 4.25 Good job on decorating, you’ve used a lot of plants at some places but none of them feel off. However, most of the tiling is quite flat. Some more slopes and e.g. small holes in the grass would serve this well. Also, some of the fences holding the brick structures don’t go entirely down to the lower border, meaning that these things seem to hang loose, and the free water pool is also a bit inaccurate. Maybe better put a small pool at one of the grass areas?
OTHER: 3.75
+0.25: only few lag at most and fine loading time
+0.25: classic, comfortable music choice.
+0.25: I like the side quest of finding bonuses – they were easy to find, yet well positioned.
OVERALL: 16 A very nice level of yours. It could use some more innovation and extravaganza but is already very satisfying, nice job.
Bamsmarck - My level
Well ... I guess some judgings from the 24th LDC speak for themselves ...
trololololol
npromin11 – World 1-6
FUN: 8.5 A very fresh experience of a jungle level. Good amount of coins and a good path to go, with lovely décors making this a comfortable play. Good job on not making this too easy with the middle segment. At the start and the end the level flattened a bit out and sometimes the amount of enemies was slightly overboard, which is the main reason for deducting points here.
GRAPHICS: 4.5 Also a nice job! Tiling is a bit geometric especially at the start and the end, and there are masses of grass above the lower paths which could have been mellowed with some tiny holes. Your strongest point here is the décor, it’s actually really well-considered.
OTHER: 2.75
+0.25: The invis cap quest under time pressure and over mushrooms is a nice touch.
-0.5: Lag is happening indeed. Some enemies could have been removed, or a transition added in-between to avoid this.
OVERALL: 15.75 Too bad the creator of this level isn’t around here anymore … because chances are that this could maybe get a medal. Well done.
Yoshi Boo 118 – Atonement by Fire
FUN: 9 Hoo! A puzzle level! This one made a real clever usage of the space allowed. There were many good exciting challenges with a fine difficulty progression. My only legit complaint is the “boss” room being a little bit easy (there could have been more work on creating an actual boss battle, not just King Kaliente sitting in the middle). Otherwise it was a very fun experience.
GRAPHICS: 3.75 These are good but expandable. You’ve added a good mix of tile variation and especially the connection of small bridges with background tiles is a good touch. The brick combinations within the volcano tiles are fine, but the landscape overall is a bit sparse. The last room provides a good atmosphere of being an exit room with its pillars, but the choice of faded bricks all over the place is not optimal. There are also light and dark grey bricks and window tiles which can add to this.
OTHER: 4
+0.75: This is quite a funny plot! We’re all cheaters somewhere … and all the signs and poems are well written indeed.
+0.5: Regarding the size restrictions, good job on no loading time / no lag and still a good amount of scenery.
+0.25: Awesome effect on leaving the volcano / underground whatever with the platform triggered from the shine sprite.
-0.25: I actually dislike there being another invisibility star in the middle of the four circle platforms on the way to the goal with the wing cap, just to trick us later. Then again, with a bit of sagacity this can be cheated because the wall of switch tiles isn’t exactly closed.
-0.25: The last room is quite narrow, zooming out will make the transition border visible. There could have been some space saved in the left boss room to even this out within the allowed space.
OVERALL: 16.75 Big props to you on pulling out a fantastic puzzle with such a sweet plot. If only you would have repped your team … but then again I probably wouldn’t have given you that much support on fixing bugs and improving graphics a little …
Danny – Mario’s Land
FUN: 4.5 This was mostly a sequence of small quests which few difficulty and few originality – a window maze, a switch triggered in the water and switch tiles being climbed up, and a water maze (which was the best part of the level). The signs are also generous but they have something entertaining. The whole level could be improved by adding some more platforming and filling out the space better, since there was a lot of emptiness.
GRAPHICS: 1.5 Unfortunately, there are many technical flaws that weigh this score down. First off, the rooms are scattered all over the place in a random order and they’re not closed properly, a lot of background can be seen through the only 1 tiles thick walls. Later, there are cases of cutoff with snow tiles. The labyrinth section consists of all the same tile everywhere, and there are also plants floating around and the water sloshes outside of the room into the emptyness below. There is good tile variation in the starting room though, and while some of the tile choices also feel a bit off, this helped you getting a few points here.
OTHER: 2.5
-0.5: The door to the first water room leads above the sign, so it can’t be read.
OVERALL: 8.5 That’s quite okay for a new designer’s first contest level, seeing that you’ve got some good ideas. Just learn to structure your level better and avoid cutoff, then you’re good to go I guess.
Oranjui – Snowcrash
FUN: 7.5 At first, wow. This was a strong showcase of a complex labyrinth full of cave tiles and with squashing traps you have to watch out for. The Hover FLUDD is well hidden at the right side, and this is some very innovative structuring where you can squeeze through areas with the thing. Various ways to go, each having something special. But … as soon as I’ve got the 11th coin, it ended abruptly. That was a huge bummer seeing that you’ve stopped executing your strong concept to the very end, seing that the bottom was very rushed and quite amateurish, unfortunately.
GRAPHICS: 3.5 The same problem pulls down your graphics score as well. There were also some flaws in the above section, mostly where you’ve put bricks and other tiles into the snow / cave landmass. When you do that, you should use top tiles at the bottom of them whenever possible in order to avoid cutoff. I give you a hat tip for the very detailed cave walls and ceilings, seeing that you pulled off pretty much the maximum capacity out of this tileset.
OTHER: 3.75
+0.5: Hardly any loading time / lag.
+0.25: Like I’ve said, this level has a nice amount of innovative things, so have an extra quarter for that.
0: You’ve made a good start of a plot … apparently it stopped abruptly by no signs following in the level. Also the music fits this level’s theme but is quite monotonous … no point deduction, tho.
OVERALL: 14.75 Next time, full effort please?
Because I guess this could have placed really well if you had properly finished it. Maybe see you in the 30th LDC with another level of yours following this standard? I’d really love that.
FUN: 7.75 You’ve done an almost good job on making a level all vertical from bottom to top. There’s a nice amount of different things you did with flamethrowers, albeit it sometimes got repetitive towards the end with always just bouncing across a horizontal flame. The bouncers were actually the biggest problem – they’re just so unreliable with blocks. Even whenever I wanted to press the jump button and go high, it mostly didn’t work, and this sparked forced damages, especially at the start you could come out with only 4 healths left. 180-speed green platforms do a far better job on this – if I had those, I could always try timing my jumps nicely and get through. When I’ve got the Rocket FLUDD, this issue was solved, however the ending turned out to be a bit flat with no final obstacles on the last two floors. There could have been a bit more to come towards the end.
GRAPHICS: 4.25 The structuring and the tile combinations are very well done through most of the level. The blending of both evil / gold bricks and hall / mansion background tiles is neat, as well as the small enclosed lava fields. There’s quite few décor however. There can be more rocks and fences and twisted branches to make this tower look even more creepy and old.
OTHER: 4/5
+0.75: Very nice music choice. Makes this level feel powerful indeed.
+0.25: Very few loading time and a bit of lag.
OVERALL: 16 A very clever 4K-level which only suffers from not going the extra mile towards the end and choosing the wrong gadget for bouncers. Nice job you did.
Yurimaster – Chromatic
Well, it’s just too bad that you went inactive for now, hopefully you’ll come back one day … if not, we’ll definitely remember you as a marvellous designer.
Goldy301 – Tracking for 8 Red Coins
FUN: 5 There were at least a few things working in this level. It has a two-sided structure (with the left side being far shorter than the right) and it offered a bit of variety. However, the amount of trolling in this level was annoying, with pointless signs such as “Woohoo! You can’t get back” or “:censor: Blocked!” and that four green platforms at the end with one of them pulling you into death, for example. Most segments were quite generic and simple to play. The best part IMO were the invisible tiles.
GRAPHICS: 2 It feels bland and generic through most of the level. A cumulation of unrelated bricks and landscapes, and the bricks being very simplistically ordered in vertical rows. There are also cases of cutoff present, such as at the grass wall being cut away next to the switch tiles (use green bricks), a pair of flamethrowers with the upper one being upside-down, and a warp pipe top being premorsed (dunno if this was intentional). Good thing that there are some trees and butterflies, though.
OTHER: 3
+0.25: liked the many shine sprites being embedded by metal cage
-0.25: Since this level is only 17 tiles tall, it appears that there’s an empty half row at the bottom when zooming out.
OVERALL: 10 Yeah, I’m sorry, this basically deflects a very first level of yours and we know that you can do far better in the meanwhile. See ya in the 30th LDC?
MegaR – Nice meme!: The level
Coming soon to a level vault near you … maybe in your next life.

awesomeguy99 – Sidescroll Skyline
FUN: 8 Alright, this was a nice relaxing level. Good structure, seeing that landscapes and platforms alternated well. Fairly straightforward, like a NSMBWii level, nice atmosphere, yet not many engaging things. Actually, at the end with the row of clouds sending you back after falling down – it’s good that you didn’t want to let us die there, but I’d appreciate something more demanding in terms of platforming or difficulty than just hopping over clouds.
GRAPHICS: 4.25 Good job on decorating, you’ve used a lot of plants at some places but none of them feel off. However, most of the tiling is quite flat. Some more slopes and e.g. small holes in the grass would serve this well. Also, some of the fences holding the brick structures don’t go entirely down to the lower border, meaning that these things seem to hang loose, and the free water pool is also a bit inaccurate. Maybe better put a small pool at one of the grass areas?
OTHER: 3.75
+0.25: only few lag at most and fine loading time
+0.25: classic, comfortable music choice.
+0.25: I like the side quest of finding bonuses – they were easy to find, yet well positioned.
OVERALL: 16 A very nice level of yours. It could use some more innovation and extravaganza but is already very satisfying, nice job.
Bamsmarck - My level
Well ... I guess some judgings from the 24th LDC speak for themselves ...
Yoshi Boo 118 wrote:It’s sad to say this is definitely a level I would disapprove if I saw it in the Level Portal.
MICrophone wrote:This level had more problems than my Vector Calculus textbook.
Nwolf wrote:Look at the levels that one previous LDCs and make your level more like these. Don't copy them, just don't make any levels of this sort again.
trololololol
npromin11 – World 1-6
FUN: 8.5 A very fresh experience of a jungle level. Good amount of coins and a good path to go, with lovely décors making this a comfortable play. Good job on not making this too easy with the middle segment. At the start and the end the level flattened a bit out and sometimes the amount of enemies was slightly overboard, which is the main reason for deducting points here.
GRAPHICS: 4.5 Also a nice job! Tiling is a bit geometric especially at the start and the end, and there are masses of grass above the lower paths which could have been mellowed with some tiny holes. Your strongest point here is the décor, it’s actually really well-considered.
OTHER: 2.75
+0.25: The invis cap quest under time pressure and over mushrooms is a nice touch.
-0.5: Lag is happening indeed. Some enemies could have been removed, or a transition added in-between to avoid this.
OVERALL: 15.75 Too bad the creator of this level isn’t around here anymore … because chances are that this could maybe get a medal. Well done.
Yoshi Boo 118 – Atonement by Fire
FUN: 9 Hoo! A puzzle level! This one made a real clever usage of the space allowed. There were many good exciting challenges with a fine difficulty progression. My only legit complaint is the “boss” room being a little bit easy (there could have been more work on creating an actual boss battle, not just King Kaliente sitting in the middle). Otherwise it was a very fun experience.
GRAPHICS: 3.75 These are good but expandable. You’ve added a good mix of tile variation and especially the connection of small bridges with background tiles is a good touch. The brick combinations within the volcano tiles are fine, but the landscape overall is a bit sparse. The last room provides a good atmosphere of being an exit room with its pillars, but the choice of faded bricks all over the place is not optimal. There are also light and dark grey bricks and window tiles which can add to this.
OTHER: 4
+0.75: This is quite a funny plot! We’re all cheaters somewhere … and all the signs and poems are well written indeed.
+0.5: Regarding the size restrictions, good job on no loading time / no lag and still a good amount of scenery.
+0.25: Awesome effect on leaving the volcano / underground whatever with the platform triggered from the shine sprite.
-0.25: I actually dislike there being another invisibility star in the middle of the four circle platforms on the way to the goal with the wing cap, just to trick us later. Then again, with a bit of sagacity this can be cheated because the wall of switch tiles isn’t exactly closed.
-0.25: The last room is quite narrow, zooming out will make the transition border visible. There could have been some space saved in the left boss room to even this out within the allowed space.
OVERALL: 16.75 Big props to you on pulling out a fantastic puzzle with such a sweet plot. If only you would have repped your team … but then again I probably wouldn’t have given you that much support on fixing bugs and improving graphics a little …
Danny – Mario’s Land
FUN: 4.5 This was mostly a sequence of small quests which few difficulty and few originality – a window maze, a switch triggered in the water and switch tiles being climbed up, and a water maze (which was the best part of the level). The signs are also generous but they have something entertaining. The whole level could be improved by adding some more platforming and filling out the space better, since there was a lot of emptiness.
GRAPHICS: 1.5 Unfortunately, there are many technical flaws that weigh this score down. First off, the rooms are scattered all over the place in a random order and they’re not closed properly, a lot of background can be seen through the only 1 tiles thick walls. Later, there are cases of cutoff with snow tiles. The labyrinth section consists of all the same tile everywhere, and there are also plants floating around and the water sloshes outside of the room into the emptyness below. There is good tile variation in the starting room though, and while some of the tile choices also feel a bit off, this helped you getting a few points here.
OTHER: 2.5
-0.5: The door to the first water room leads above the sign, so it can’t be read.
OVERALL: 8.5 That’s quite okay for a new designer’s first contest level, seeing that you’ve got some good ideas. Just learn to structure your level better and avoid cutoff, then you’re good to go I guess.
Oranjui – Snowcrash
FUN: 7.5 At first, wow. This was a strong showcase of a complex labyrinth full of cave tiles and with squashing traps you have to watch out for. The Hover FLUDD is well hidden at the right side, and this is some very innovative structuring where you can squeeze through areas with the thing. Various ways to go, each having something special. But … as soon as I’ve got the 11th coin, it ended abruptly. That was a huge bummer seeing that you’ve stopped executing your strong concept to the very end, seing that the bottom was very rushed and quite amateurish, unfortunately.
GRAPHICS: 3.5 The same problem pulls down your graphics score as well. There were also some flaws in the above section, mostly where you’ve put bricks and other tiles into the snow / cave landmass. When you do that, you should use top tiles at the bottom of them whenever possible in order to avoid cutoff. I give you a hat tip for the very detailed cave walls and ceilings, seeing that you pulled off pretty much the maximum capacity out of this tileset.
OTHER: 3.75
+0.5: Hardly any loading time / lag.
+0.25: Like I’ve said, this level has a nice amount of innovative things, so have an extra quarter for that.
0: You’ve made a good start of a plot … apparently it stopped abruptly by no signs following in the level. Also the music fits this level’s theme but is quite monotonous … no point deduction, tho.
OVERALL: 14.75 Next time, full effort please?

And here are your merry statistics!
Spoiler: show
Eternal Medal Table:
SuperMIC: 17 points --> 18 points (stays at 15th)
yours truly: 5 points --> 7 points (from 38th to 32nd)
Jumbo: 0 points --> 2 points (jumps in at 57th)
MP3: 60 points --> 63 points (staying at 2nd)
awesomeguy 99: 0 points --> 4 points (jumps in at 46th)
Venny: 20 points --> 25 points (from 13th to 8th)
Yoshi Boo 118: 7 points --> 13 points (from 31st to 18th)
SuperMIC: 17 points --> 18 points (stays at 15th)
yours truly: 5 points --> 7 points (from 38th to 32nd)
Jumbo: 0 points --> 2 points (jumps in at 57th)
MP3: 60 points --> 63 points (staying at 2nd)
awesomeguy 99: 0 points --> 4 points (jumps in at 46th)
Venny: 20 points --> 25 points (from 13th to 8th)
Yoshi Boo 118: 7 points --> 13 points (from 31st to 18th)
Spoiler: show
Eternal Scores Table:
Goldy301: 0 points --> 7.92 points (jumps in at 149th)
Danny: 0 points --> 9.67 points (jumps in at 130th)
Peter: 137.87 points --> 149.20 points (from 9th to 7th)
Harmless: 95.19 points --> 108.69 points (at 17th now ... forgot you first, derp)
FloLight: 0 points --> 14.42 points (jumps in at 89th)
npromin1: 0 points --> 14.58 points (jumps in at 86th)
OJ: 38.02 points --> 52.85 points (from 45th to 35th)
SuperMIC: 103.95 points --> 118.95 points (from 17th to 11th)
Jumbo: 29.98 points --> 45.73 points (from 55th all the way up to 40th)
yours truly: 54.40 points --> 70.15 points (from 33rd to 27th)
~MP3 Amplifier~: 285.33 points --> 301.16 points (from 3rd to 2nd, and misses Volk so closely! Well, next time ...)
awesomeguy 99: 0 points --> 16.42 points (jumps in at 77th. What a debut.)
Venny: 93.85 points --> 110.52 points (from 21st to 14th)
Yoshi Boo 118: 98.95 points --> 116.12 points (from 18th to 13th)
Goldy301: 0 points --> 7.92 points (jumps in at 149th)
Danny: 0 points --> 9.67 points (jumps in at 130th)
Peter: 137.87 points --> 149.20 points (from 9th to 7th)
Harmless: 95.19 points --> 108.69 points (at 17th now ... forgot you first, derp)
FloLight: 0 points --> 14.42 points (jumps in at 89th)
npromin1: 0 points --> 14.58 points (jumps in at 86th)
OJ: 38.02 points --> 52.85 points (from 45th to 35th)
SuperMIC: 103.95 points --> 118.95 points (from 17th to 11th)
Jumbo: 29.98 points --> 45.73 points (from 55th all the way up to 40th)
yours truly: 54.40 points --> 70.15 points (from 33rd to 27th)
~MP3 Amplifier~: 285.33 points --> 301.16 points (from 3rd to 2nd, and misses Volk so closely! Well, next time ...)
awesomeguy 99: 0 points --> 16.42 points (jumps in at 77th. What a debut.)
Venny: 93.85 points --> 110.52 points (from 21st to 14th)
Yoshi Boo 118: 98.95 points --> 116.12 points (from 18th to 13th)