Note for everyone: When there’s any sort of power cap, its activation will mess up with the alt music if you play with the LD only version. If you use caps, hint us to the in-game designer, where we can mute the unwanted sounds via the “Options” menu. (or any future host could put this into the Vault OP for convenience)
Mini-ride through the Mines – Supershroom(blatant trolling ahead)
GAMEPLAY: 9 Quite excellent room arrangement, just not enough coins … the battle idea is well thoughout with adding a bully and having a 20-seconds-durance, right enough so you often finish with one health only
GRAPHICS: 5 self-explanatory, congratz, actually RTTM concept isn’t something you can have any flaws with
OTHER: 3.5+0.5 lovely alt music, how could you not expect if Yuri donates you one
+0.5 good effort on the mini-blosses and on preventing glitches
-0.5 not crediting Jumbo for flame waves how can you
TOTAL 17.5 we mite hav winrar ... Yeah I've hoped.
Lighthouse – Raiyuuni*looks at code*
lol, not even correct dimensions, what have you been smoking
DQ’d
Frost Citadel – FluorescenceLightGAMEPLAY: 7.5 On the first playthrough, it was still confusing to see where there are the exits of the doors which lead right into water. Especially you could have swapped the positions of the first two doors, that would be more intuitive. The larger rooms with the many small blocks, bullet bills and later the bouncing area were fun, and the amount of coins was satisfyingly high
But there were also a few slight problems with the flames in the left-middle room, since with an invisibility cap, you could be stuck on the flames without falling down to the red coin.
The central segment with the many doors was rather pointless. It was not much more than a retarding momentum, and the two pairs of doors had no clue to which one would bring you further – lucky enough, you couldn’t die from choosing the wrong one twice. All what these rooms did is taking space away, space that you would have needed urgently because at the last two rooms on the bottom, the camera cuts off the half bottom tile and you’re partially walking blindly, especially on the right side there could be an annoying death on the finish line, and grabbing the last mushroom is even more audacious.
GRAPHICS: 4.25 Such an amount of background tile mish-mash can quickly be too much ... especially at the places with water, a bit more free space and less camouflaging effects of doors would do well. There’s also a strong contast in the center between brown tiles and icy tiles. Otherwise, foreground tiling and item arrangement is well-executed.
OTHER: 3.25+0.5: quite a good amount of effort, despite being partially misleading.
-0.25: one block in the first room can squash you into the room above.
Note: Avoid signs stating the obvious like “Oh god .... flames in icy citadel?”.
TOTAL: 15 This suffered a bit from unsufficient testing, too much camouflaging and an unlucky room arrangement. If you hold on the enjoyable concepts (the larger rooms, the amount of coins), you can certainly do better next time.
Emerwood – Vesoralla GAMEPLAY: 9.25 This was a very nice example on how to pull off an effective puzzle without getting lost, and how to connect various side-quests within a tight space. The arrows for orientation were really useful. Two slight annoyances were the big bully (fatass and inconvenient to pass by nature) and the one metal cage in the top right corner, beneath a Bowser tile (this can have you squashed for glitchy reasons).
GRAPHICS: 4 Very crowded, especially in the upper half it feels like there is too much décor, and generally there’s a bit too much jumbling of different tiles here and there. Otherwise appealing and well-structured.
OTHER: 3.75+0.5: props for transpassable blocks usage and overall effort
+0.25: more props for DKC2 music
TOTAL: 17 Very lovely effort. Just make it a bit less crowded and tight, and it’s even more marvellous!
Flambé - Oranjui GAMEPLAY: 8.5 Overall, this was a really clever puzzle (or at least a clever non-linear level). The amount of difficulty was not too much, yet it had a few hiccups. The two rows of many bullet bills spawning felt a little pointless and retarding, and after pressing the switch, some forced damage comes from the two enemies in that corner (you could have removed these or simply guided the player back up). The last, lowest section is where the little pain begins – all stuff there is quite cramped, and so you may hope for a bit of luck on getting past the block figure without falling in a pit, and you also forced us to backtrack the way. I’ve thought the level would be uncompleteable now at the flipping platform, since for camera reasons, I didn’t see the rescuing green platform. It’s not a big damage to gameplay, but still I felt unnecessarily scared. You could have simply put the row with the cannon one tile higher (and by the way, getting the 4th silver star in the bottom left corner via bouncing on the bullet bill is also an interesting thing).
After having all five silver stars, I’ve reached the Shine Sprite ledge with one phenomenally spectacular cannonshot. Overall, I’ve enjoyed the experience.
GRAPHICS: 3.75 Most of it consists of foreground tiles, where there are varied structures but still, only two types (red brick, large brick) makes up for 90% of it. The Bowser castle background is fine atmospheric-wise, but a few more background tiles would make this look far more interesting, as well as some rocks or fences to connect things. Try to be a bit more brave next time!
OTHER: 3.5+0.5 for some noteworthy effort put into the course layout
+0.25 that SU soundtrack is a bit stormy but adds up well for the atmosphere
-0.25: slight lag noted
TOTAL: 15.75 Yeah … lackluster graphics and the bottom path are the biggest letdown of it. Still, a good first time when you’ve really completed something for an LDC.
The Ancient Future - Forgotten GAMEPLAY: 8 First off, my two major “complaints”: Every time I fall down from the upper area (or have to go back anyway due to how the puzzle level is arranged), I have to activate the two hidden touch-and-go platforms again, which is a challenging task platforming-wise, and therefore good to be only executed once. (Solution: Hidden pipe). Second, the last challenge of avoiding the invincibility stars is a real impediment when you’re on the way to finish everything off with the last silver star. It took me many tries figuring it out, and each time I fell completely down, or at least had to go through the doors again.
Everything else was really clever and inventive. Just with these two annoyances the level usually drags a lot more than it actually should.
GRAPHICS: 5 Wow, very good and quite flawless job on that. The special tiles, disabled bone goonies and the flower formed of arrows are fantastic. The only unnecessary letdown is the grass cutoff beneath the castle ceiling tiles, yet that’s minor compared to this awesome décorating technique.
OTHER: 3.5+0.75: Fascinating effort and clever puzzles.
+0.25: The illustred way to encrypt the correct doors, actually too hard for me to figure out
-0.5: Not fond with the music, it’s kinda too wild for a space setting.
TOTAL: 16.5 Another strong contender. More carefulness in puzzle-planning and testing would have made an already lovely level really phenomenal.
Half-Minute Mario - NanTheDark GAMEPLAY: 9.5 Wow. I must say, I’m really positively surprised how addicting this challenge was until I finally got it. The flamethrowers were a little bit annoying but overall the space arrangement is fantastic, as well as the concept that prevents you from dying with pain, you can reset the timer as often as you want, and still there’s this ravenous ambition of getting it done without any reset, and the course layout makes it possible.
One little note, though, you could connect the “Hunter” and “Mercenary” awards with “... and only reset the timer once / twice”. Because with arbitrarily many resets these aren’t real awards like the others are.
GRAPHICS: 3 ... yeah. It’s obviously hard to work with switch tiles which are layered behind all kinds of items. But still, the background tile areas are rather discrete in the way they connect to each other, with very few variation and noticeable contrasts between the corners. There could be a better atmosphere
OTHER: 3.75+0.75 for TWO really sweet, speedy, atmospheric alternate musics. Very well chosen, as we knew you can do that. :>
TOTAL: 16.25 Try more stuff with graphics, you’re a strong designer!
Hurry! – Nuclear_Blaze GAMEPLAY: 8.5 The difficulty of this level is not overlookable but hey, you’ve got a really cool concept working here, with the building being buried from the top. Speedrun challenges are always extra exciting. But during this race, there is stuff which is not always safe for work, e.g. the jumps on the narrow ledges with a blue coin or a vertical bone platform (teleporting effect), the crushing ledge, or the big boos as well, all of these can screw you up badly sometimes. This speedrun challenge would be pulled off even better with both less time available AND a bit less obnoxious obstacles. Sometimes there’s sovereign winning, sometimes there are frustrating deaths.
GRAPHICS: 4 A lovely atmosphere in a building which is already crumbling by its design. But there are several other sorts of dark grey-ish tiles which could give support. The butterflies are a bit off, and the block is unsharp since it’s so large, several smaller blocks of the same kind would have given this a better contour.
OTHER: 3.5+0.5: Generic, but still fitting music choice.
+0.25: Kudos for plot and room arrangement overall
-0.25: The final sign before the Shine Sprite is messed up since you worked on the level in a pop-up window. If you make your level with the in-game designer or a new tab with the pop-up window’s adress, the sign codes are transferred correctly into ASCII symbols (%20, %3C etc).
TOTAL: 16 Quite a strong score for you to start with, nice job.
The Enigma of Nightmares - npromin1 GAMEPLAY: 9.25 The streak of smart puzzles continues, though the lava jump against the triangles was a bit tricky and mildly annoying. There are some long ways to go and another red coin was quite “maliciously” hidden (behind the tree!) but overall this was another fun experience and the amount of coins is lovely as well.
GRAPHICS: 4.25 A large bunch of stuff filled in there, a little bit over-crowded but very varied. You’ve made a clever use of many different tiles, they blend well together despite a few contrasts, and various themes are executed well. Yet at a few places it would have been good to have a little bit less background tiling, especially where it still clashes with landscape.
OTHER: 3.25+0.5: Very clever way to prevent the natural border blindness cutoff with the block rows.
+0.5: also sweet plot
-0.25: not really fond with the alternate music, sorry …
-0.5: quite some heavy lag at the start.
Note: Add spaces after commas.
TOTAL: 16.75 A very, VERY strong debutant. If you hold on tight, you have a great future, dude.
Treetop Treasure - Asterocrat GAMEPLAY: 8 Another lovely course layout and interesting objective, but the one point that subtracted from the gameplay was the bullet bills being invincible, though. Stomping down several ones of them was annoyingly slow. It would have been more convenient if it was simply a normal bullet bill breaking the block, and the player going back down, maybe even on a slightly alternated path. With that, the arrows would also be less confusing.
GRAPHICS: 4.75 Yeah, there are minor complaints only, if anything, and that is the Castle Wall background tiles on top of the Gold tile pillars being a little bit cut-offy. Overall, this is marvellous SK-trademark stuff.
OTHER: 3.25+0.5: Good, noteworthy effort overall.
-0.25: The silver star at the beginning for the sake of making the ruins glow right after entering the level is pretty superfluous.
TOTAL: 16 Yeah man, stop bashing yourself so hard, even though you meant to be sarcastic
33 And who knows, maybe this could get your long-desired 4th place ...
Chromos Themepark - Yurimaster(or -Zero but two hyphens in a row look odd)
GAMEPLAY: 8.75 Lovely gameplay in general, yet at some occasions the crampedness was rather perceptible. The yellow sector gave already a clever start with moving forward and backward, even though there wasn’t much to do there. The green sector was a little bit too demanding, with the bully spikes being dodged at the last moment if indeed, there should be one tunnel / torsion less IMO. For blue, the second water room was pretty much like the first one (a bit superfluous). The best sector was obviously the red one. Overall, a quite exciting experience.
GRAPHICS: 4.25 It’s really colourful, and the assignment between colours and quadrants is coherent, yet it feels like too much tiling variation and not enough free space. The grass ground tiles in the green sector are cutoff, technically, and could be omitted.
OTHER: 3+0.5: fancy, entertaining music choice
+0.5: very uncommon and brave spacing, even if it ends up being a little too cramped as noted above
-0.25: mild lag, still …
Now, an unfortunate -0.75: The entire silver star side-quest is kinda too much for a 25quared level with four rooms already. First off, it took a time to figure out that all of the italic words encrypt the doors / pipes to take. Then, at the quiz, there are bad showings of camera disrupts due to the forced remote position, and you’ve also accidentally messed up the first question: The 2nd room is the green room and the 3rd room is the blue room, so the correct answer is “No” and not “Yes”.
TOTAL: 16 Yeah, you’ve been very brave and in a few ways you’ve been a bit too brave. Still it’s a world-class demonstration and it could gather you one of the medals you’re not having yet.
The Untitled Level – BrawlerEX... at least you could have left a note that we need the in-game designer to see the water bottles. And if you had not locked up the upper half, I might have even given this a "serious" judging with a few bucks (... yeah, I know, joke level is joke level)
But so ...
Dipenumbra Volitation – *Emelia K. FletcherGAMEPLAY: 7.5 It was a farely fluid yet not impressive red-coin hunt, and there were other aspects missing, such as enemies and coins. Some of the red coins are directly on the main path, one or two of them could have been hidden more towards the borders. Since it’s still enjoyable for a quick, simple run, it ends up with a three-quarter score.
GRAPHICS: 3.25 Many spaces are empty and bland, e.g. the top left corner with the very large block in water. The cave ground is nice but it could still be larger and use a few more décor. Many stuff like the long straight vines is rather basic but there are no real flaws either.
OTHER: 2.75+0.25 for sweet usage of Tilted Platform glitch
-0.5: low effort and no alternate music
TOTAL: 13.5 That probably didn’t cut it. Next time, try to fill more space!
Current Overall standings:
0. Supershroom (you muddafukka) (17.5)
1. Vesoralla (17)
2. npromin1 (16.75)
3. Forgotten (16.5)
4. NanTheDark (16.25)
5. -Zero, Nuclear_Blaze, Asterocrat (16)
6. Oranjui (15.75)
7. FluorescenceLight (15)
8. *Emelia K. Fletcher (13.5)