5th: nothobz
-FROZENQUILLS-
FUN: 26/30
DIFFICULTY: 5/5
CREATIVITY: 9/10
AESTHETICS: 8/10 (4/5 GFX + 4/5 MUS)
FUNCTIONALITY: 5/5
TOTAL: 53/60
COMMENTS:
What a great level and gimmick!
The level is very well designed in response to Mario's
newfound ability to lose coins every time he jumps, and not
be able to jump when he's at 0. I really liked trying to get
every coin I can, and I had to think cleverly in order to hit
coin blocks and overcome enemies. The negative red coins were
well placed as well.
I thought the level was giving me way too many coins at first,
but then I realized you need 50 to actually beat the level.
The fact that there are multiple ways to get 50 coins while
minimizing your jumps really adds to the design and
replayability. The graphics and music fit well too.
I actually wished that this was a bit longer with another
section, but this is still really good. Fantastic job overall.
TLDR:
+ Excellent and well designed coin gimmick
+ Clever puzzle like gameplay
- Could stand to be longer
OTHER:
how would the world be affected if a person loses a dollar every
time they jumped?
-PYRO-
Fun: 26/30
Difficulty: 5/5
Creativity: 9/10
Aesthetics: 8/10
Functionality: 5/5
Total: 53/60
Comment: This was super neat! The coin gimmick was done really well, and it really forced you to think about every action. It felt a bit cluttered at times just due to how many coins were onscreen at once but that's like a super nitpicky thing. Not sure if I was a fan of the palette though, something about the desaturated colors just bothered me. The ending could have been more clear as well, I didn't realize that the door was a reset door so I accidentally had a run ruined, and it wasn't super clear that the orange turn blocks were breakable. Overall though the good outweighs the bad, and it's a very well designed level.
-KOOPSTER-
FUN: 27/30
DIFFICULTY: 5/5
CREATIVITY: 8/10
AESTHETICS: 9/10
FUNCTIONALITY: 4/5
TOTAL SCORE: 53/60
A little short, but pretty good level!! Feels nice to have to play something that demands attention once in a while. I like how "active" it feels, what with all those enemies running around the place. The pay to jump gimmick is not new, but this level knew how to implement it very well - it didn't feel very easy and also not utterly frustrating - it was just right. Also I got stuck forever in the beginning for being big, I don't feel like I deserved that x(
-S.N.N.-
FUN: 28/30
DIFFICULTY: 4/5
CREATIVITY: 8/10
AESTHETICS: 8/10
FUNCTIONALITY: 5/5
TOTAL: 53/60
COMMENTS: What sells me on this level is the ability to play it in a variety of different ways. It's not a linear path, but at the same time it's not really a maze either. The multitude of paths available to you forces you to think strategically about your jumps, while still incorporating classic SMW elements (i.e. the enemy placement and Dragon Coins). Nice work.
FUN: 26/30
DIFFICULTY: 5/5
CREATIVITY: 9/10
AESTHETICS: 8/10 (4/5 GFX + 4/5 MUS)
FUNCTIONALITY: 5/5
TOTAL: 53/60
COMMENTS:
What a great level and gimmick!
The level is very well designed in response to Mario's
newfound ability to lose coins every time he jumps, and not
be able to jump when he's at 0. I really liked trying to get
every coin I can, and I had to think cleverly in order to hit
coin blocks and overcome enemies. The negative red coins were
well placed as well.
I thought the level was giving me way too many coins at first,
but then I realized you need 50 to actually beat the level.
The fact that there are multiple ways to get 50 coins while
minimizing your jumps really adds to the design and
replayability. The graphics and music fit well too.
I actually wished that this was a bit longer with another
section, but this is still really good. Fantastic job overall.
TLDR:
+ Excellent and well designed coin gimmick
+ Clever puzzle like gameplay
- Could stand to be longer
OTHER:
how would the world be affected if a person loses a dollar every
time they jumped?
-PYRO-
Fun: 26/30
Difficulty: 5/5
Creativity: 9/10
Aesthetics: 8/10
Functionality: 5/5
Total: 53/60
Comment: This was super neat! The coin gimmick was done really well, and it really forced you to think about every action. It felt a bit cluttered at times just due to how many coins were onscreen at once but that's like a super nitpicky thing. Not sure if I was a fan of the palette though, something about the desaturated colors just bothered me. The ending could have been more clear as well, I didn't realize that the door was a reset door so I accidentally had a run ruined, and it wasn't super clear that the orange turn blocks were breakable. Overall though the good outweighs the bad, and it's a very well designed level.
-KOOPSTER-
FUN: 27/30
DIFFICULTY: 5/5
CREATIVITY: 8/10
AESTHETICS: 9/10
FUNCTIONALITY: 4/5
TOTAL SCORE: 53/60
A little short, but pretty good level!! Feels nice to have to play something that demands attention once in a while. I like how "active" it feels, what with all those enemies running around the place. The pay to jump gimmick is not new, but this level knew how to implement it very well - it didn't feel very easy and also not utterly frustrating - it was just right. Also I got stuck forever in the beginning for being big, I don't feel like I deserved that x(
-S.N.N.-
FUN: 28/30
DIFFICULTY: 4/5
CREATIVITY: 8/10
AESTHETICS: 8/10
FUNCTIONALITY: 5/5
TOTAL: 53/60
COMMENTS: What sells me on this level is the ability to play it in a variety of different ways. It's not a linear path, but at the same time it's not really a maze either. The multitude of paths available to you forces you to think strategically about your jumps, while still incorporating classic SMW elements (i.e. the enemy placement and Dragon Coins). Nice work.