49th: Zatsupachi
-FROZENQUILLS-
FUN: 9/30
DIFFICULTY: 3/5
CREATIVITY: 6/10
AESTHETICS: 6/10 (3/5 GFX + 3/5 MUS)
FUNCTIONALITY: 3/5
TOTAL: 27/60
COMMENTS:
This was pretty much a mix of good ideas with questionable
design.
The level starts off each section with some precision jumping
before diving into the meat of the level, which is alright in
terms of setting up the environment, but it could get
repetitive.
While the layer 2 section in the first half had good ideas,
the difficulty sort of wobbled a bit. I saw the intent of having
the skeletons oriented such that you have to dodge bones in the
safe areas, but I can stay in one place most of the time and not
have to worry about them. There is also one particular bony
beetle placement that made it really tricky to get into a safe
area before the lava gets you.
The second half was a lot cooler (hotter), using the mostly
underutilized side scrolling layer 2 in a vertical section, and
there are some interesting jumps here and there. However, this
section is loads easier as small mario as it can get cramped at
times.
The boss fight of the normal exit was alright and pretty typical
but the boo fight in the secret exit was pretty bad and felt
like it was untested. Mario's sprite is missing, the big boo's
face is glitched up, and it's just a mess to navigate the boo
cloud to get three hits on the boss.
So while I saw the interesting intentional design this level had
it needs some work on its execution.
TLDR:
+ Good intentional design
- Needs better execution
- Functionality issues with the secret boss
OTHER:
'sup world
-PYRO-
Fun: 7/30
Difficulty: 4/5
Creativity: 3/10
Aesthetics: 7/10
Functionality: 3/5
Total: 24/60
Comment: Congratulations, you made the worst Big Boo fight in the history of forever! It's so fun being assaulted by a boo cloud and not being able to actually see where you are. Besides that glaring problem, this level is uuh...kind of a mess. The atmosphere you set up is actually pretty good, and the music is really nice. First half is also actually pretty good, and there's some clever placement of enemies. Second half kiiiinda is awful though. It feels like you just placed the lava pillars first and put in the blocks as an afterthought (or the other way around). It's kind of a giant mess and it's frustrating to navigate through because the blocks are just strewn everywhere with (seemingly) no thought put into their placement. The room is also completely devoid of enemies as well, the only thing to actually avoid is lava. And the level just kinda ends with a typical Wendy fight. It's overall kind of a bleh level.
-KOOPSTER-
FUN: 12/30
DIFFICULTY: 2/5
CREATIVITY: 6/10
AESTHETICS: 9/10
FUNCTIONALITY: 3/5
TOTAL SCORE: 32/60
This seemed really good at the start, but the gameplay didn't flow well at all with me. The first half felt really weird to play cause dropping off of layer 2 is really awkward, and the lava is really picky. I didn't like the rush-stop-rush-stop mix all that much, nor the low ceilings. The second half was basically precision jumping, which I could dig if the punishment wasn't immediate death (and it's waaay easier to play as small Mario). The non-door path is broken if you enter from the midpoint because the layer 2 isn't set to move from that screen, and the big boo battle is really really annoying when you can't see yourself y'know lol. Yeah, not a very enjoyable one. But I still kinda appreciate the intention, it had a bunch of potential!
-S.N.N.-
FUN: 16/30
DIFFICULTY: 4/5
CREATIVITY: 7/10
AESTHETICS: 7/10
FUNCTIONALITY: 2/5
TOTAL: 36/60
COMMENTS: This level has a great atmosphere, and the design reflects that rather decently. I like how the second half utilized horizontal fire pillars with debris that you had to climb up. I also liked the usage of the Dry Bones in the first half, as the scrolling + their projectiles provided some interesting challenges. However, I feel that the platforming got a bit redundant after a while and that there wasn't really enough variety in the layer 2 areas to warrant making them as long as you did. There were also two semi-major bugs I noticed - first, if you started over from the midway, the layer 2 stopped working on the path to the Boo boss (and that boss itself .. yikes). Secondly, the bottom of the horizontal fire columns (second half) acted as hurt blocks, whereas the top instantly killed you - a bit inconsistent.
FUN: 9/30
DIFFICULTY: 3/5
CREATIVITY: 6/10
AESTHETICS: 6/10 (3/5 GFX + 3/5 MUS)
FUNCTIONALITY: 3/5
TOTAL: 27/60
COMMENTS:
This was pretty much a mix of good ideas with questionable
design.
The level starts off each section with some precision jumping
before diving into the meat of the level, which is alright in
terms of setting up the environment, but it could get
repetitive.
While the layer 2 section in the first half had good ideas,
the difficulty sort of wobbled a bit. I saw the intent of having
the skeletons oriented such that you have to dodge bones in the
safe areas, but I can stay in one place most of the time and not
have to worry about them. There is also one particular bony
beetle placement that made it really tricky to get into a safe
area before the lava gets you.
The second half was a lot cooler (hotter), using the mostly
underutilized side scrolling layer 2 in a vertical section, and
there are some interesting jumps here and there. However, this
section is loads easier as small mario as it can get cramped at
times.
The boss fight of the normal exit was alright and pretty typical
but the boo fight in the secret exit was pretty bad and felt
like it was untested. Mario's sprite is missing, the big boo's
face is glitched up, and it's just a mess to navigate the boo
cloud to get three hits on the boss.
So while I saw the interesting intentional design this level had
it needs some work on its execution.
TLDR:
+ Good intentional design
- Needs better execution
- Functionality issues with the secret boss
OTHER:
'sup world
-PYRO-
Fun: 7/30
Difficulty: 4/5
Creativity: 3/10
Aesthetics: 7/10
Functionality: 3/5
Total: 24/60
Comment: Congratulations, you made the worst Big Boo fight in the history of forever! It's so fun being assaulted by a boo cloud and not being able to actually see where you are. Besides that glaring problem, this level is uuh...kind of a mess. The atmosphere you set up is actually pretty good, and the music is really nice. First half is also actually pretty good, and there's some clever placement of enemies. Second half kiiiinda is awful though. It feels like you just placed the lava pillars first and put in the blocks as an afterthought (or the other way around). It's kind of a giant mess and it's frustrating to navigate through because the blocks are just strewn everywhere with (seemingly) no thought put into their placement. The room is also completely devoid of enemies as well, the only thing to actually avoid is lava. And the level just kinda ends with a typical Wendy fight. It's overall kind of a bleh level.
-KOOPSTER-
FUN: 12/30
DIFFICULTY: 2/5
CREATIVITY: 6/10
AESTHETICS: 9/10
FUNCTIONALITY: 3/5
TOTAL SCORE: 32/60
This seemed really good at the start, but the gameplay didn't flow well at all with me. The first half felt really weird to play cause dropping off of layer 2 is really awkward, and the lava is really picky. I didn't like the rush-stop-rush-stop mix all that much, nor the low ceilings. The second half was basically precision jumping, which I could dig if the punishment wasn't immediate death (and it's waaay easier to play as small Mario). The non-door path is broken if you enter from the midpoint because the layer 2 isn't set to move from that screen, and the big boo battle is really really annoying when you can't see yourself y'know lol. Yeah, not a very enjoyable one. But I still kinda appreciate the intention, it had a bunch of potential!
-S.N.N.-
FUN: 16/30
DIFFICULTY: 4/5
CREATIVITY: 7/10
AESTHETICS: 7/10
FUNCTIONALITY: 2/5
TOTAL: 36/60
COMMENTS: This level has a great atmosphere, and the design reflects that rather decently. I like how the second half utilized horizontal fire pillars with debris that you had to climb up. I also liked the usage of the Dry Bones in the first half, as the scrolling + their projectiles provided some interesting challenges. However, I feel that the platforming got a bit redundant after a while and that there wasn't really enough variety in the layer 2 areas to warrant making them as long as you did. There were also two semi-major bugs I noticed - first, if you started over from the midway, the layer 2 stopped working on the path to the Boo boss (and that boss itself .. yikes). Secondly, the bottom of the horizontal fire columns (second half) acted as hurt blocks, whereas the top instantly killed you - a bit inconsistent.