Koopster
DESIGN: 19/50
CREATIVITY: 18/30
AESTHETICS: 14/20
TOTAL SCORE: 51/100
This concept is really neat but this level looks rushed. It doesn't do anything with the gimmick and with each enemy beyond the basics, and it ends very suddenly (the midpoint is very loopsided too). The bowser statue room was quite annoying, and getting to the two dragon coin room was specially painful. The hole in the ghost room also glitches out very easily. The visuals can sometimes be confusing, the pipes for example I thought were solid, and I didn't notice 1F0 at all in the first setup, so I got hit by the thwomp.
Moon is neat!
lolyoshi
DESIGN: 23/50
CREATIVITY: 18/30
AESTHETICS: 12/20
TOTAL SCORE: 53/100
I felt a little underwhelmed, because the ideas presented here aren't developed to their full
potential, and the level ends before it starts getting anywhere. btw I had a hard time distinguishing what
was solid and not.
Noivern
DESIGN: 31/50
CREATIVITY: 19/30
AESTHETICS: 13/20
TOTAL SCORE: 63/100
I really like the idea behind the level, but it drops the gimmick after the first room in favor of standard, but fun, design. It doesn't stay consistent with acts like settings: columns are passthrough until the second sublevel when they're solid, and the brick tiles are solid until the end of the level where some of them act like ledges instead. There's some glitchiness with the moving gap sprites where you can fall through the wall directly to the right of the dragon coin. The level looks interesting, but could use more color.
Sinc-X
DESIGN: 28/50
CREATIVITY: 17/30
AESTHETICS: 13/20
TOTAL SCORE: 58/100
The painting concept is super clever, and I wish it was developed further, because it felt like it ended just as it was getting interesting. What's here is pretty nice, straightforward but fun, but it definitely is begging to be longer. The interior of the castle felt a little bit monotonous æsthetically, could have used some more color outside of the actual paintings.
Rameau's Nephew
DESIGN: 26/50
CREATIVITY: 12/30
AESTHETICS: 15/20
TOTAL SCORE: 53/100
Looks pretty nice and plays reasonably well, though there's a few awkwardly high jumps at places. The painting gimmick is fun, but feels as though it could be a little better developed. The inclusion of 1F0 felt a bit perfunctory and not entirely needed. The level also just kind of ends as opposed to building to a proper conclusion. On the whole not bad for a start, but could be taken a little farther.
+ Not a bad-looking level
+ Painting gimmick is nice
- Painting gimmick could be better developed
- Level just kind of ends
Other: The Mario and Luigi portrait really does highlight how weird they look on the ending screen.
DESIGN: 19/50
CREATIVITY: 18/30
AESTHETICS: 14/20
TOTAL SCORE: 51/100
This concept is really neat but this level looks rushed. It doesn't do anything with the gimmick and with each enemy beyond the basics, and it ends very suddenly (the midpoint is very loopsided too). The bowser statue room was quite annoying, and getting to the two dragon coin room was specially painful. The hole in the ghost room also glitches out very easily. The visuals can sometimes be confusing, the pipes for example I thought were solid, and I didn't notice 1F0 at all in the first setup, so I got hit by the thwomp.
Moon is neat!
lolyoshi
DESIGN: 23/50
CREATIVITY: 18/30
AESTHETICS: 12/20
TOTAL SCORE: 53/100
I felt a little underwhelmed, because the ideas presented here aren't developed to their full
potential, and the level ends before it starts getting anywhere. btw I had a hard time distinguishing what
was solid and not.
Noivern
DESIGN: 31/50
CREATIVITY: 19/30
AESTHETICS: 13/20
TOTAL SCORE: 63/100
I really like the idea behind the level, but it drops the gimmick after the first room in favor of standard, but fun, design. It doesn't stay consistent with acts like settings: columns are passthrough until the second sublevel when they're solid, and the brick tiles are solid until the end of the level where some of them act like ledges instead. There's some glitchiness with the moving gap sprites where you can fall through the wall directly to the right of the dragon coin. The level looks interesting, but could use more color.
Sinc-X
DESIGN: 28/50
CREATIVITY: 17/30
AESTHETICS: 13/20
TOTAL SCORE: 58/100
The painting concept is super clever, and I wish it was developed further, because it felt like it ended just as it was getting interesting. What's here is pretty nice, straightforward but fun, but it definitely is begging to be longer. The interior of the castle felt a little bit monotonous æsthetically, could have used some more color outside of the actual paintings.
Rameau's Nephew
DESIGN: 26/50
CREATIVITY: 12/30
AESTHETICS: 15/20
TOTAL SCORE: 53/100
Looks pretty nice and plays reasonably well, though there's a few awkwardly high jumps at places. The painting gimmick is fun, but feels as though it could be a little better developed. The inclusion of 1F0 felt a bit perfunctory and not entirely needed. The level also just kind of ends as opposed to building to a proper conclusion. On the whole not bad for a start, but could be taken a little farther.
+ Not a bad-looking level
+ Painting gimmick is nice
- Painting gimmick could be better developed
- Level just kind of ends
Other: The Mario and Luigi portrait really does highlight how weird they look on the ending screen.
Koopster
DESIGN: 21/50
CREATIVITY: 19/30
AESTHETICS: 15/20
TOTAL SCORE: 55/100
A pretty sweet level, but it makes a few questionable design decisions. The secret exit path is kind of a cramped mess - some setups with pencils are super hard to get through, and that part with the moving blocks around the megaspikes can actually be impossible without proper timing (by the way it's kinda silly how it's possible to ignore the key thanks to the 1-up checkpoint lol). I also have a problem with the bat and spike top after the bit with the throw blocks in the second half, it's really hard to predict and react to that jump. Then there's a half a minute wait for a shell to travel down between turn blocks...
Design-wise, not a lot was done outside of the secret exit (although it has its issues, I think it made clever use of gimmicks). The first half feels like just a lot of enemies thrown around, and that becomes a bit glaring when you just give the player a starman. The second half feels a bit unfocused and has a bunch of random setups that don't have much to do with each other. I had some fun exploring it, though, I'll give you that. I think it looks really nice, but the inside areas have kinda gross palettes...
lolyoshi
DESIGN: 39/50
CREATIVITY: 21/30
AESTHETICS: 14/20
TOTAL SCORE: 74/100
Decent level, but I wouldn't say it's that engaging, it was still not an awful experience. I wish
there was a bit more to it.
Noivern
DESIGN: 23/50
CREATIVITY: 19/30
AESTHETICS: 6/20
TOTAL SCORE: 48/100
This level suffers a lot from cramped and disjointed level design, especially in the vertical section. The tiling is really sloppy, and nothing quite works the way you think it will. The aesthetic suffers from this, as well as the messed up background in the main level. Sliding through the pokeys would have been a great way to end the level in the vertical section; too bad you can't get a 1up from it.
Sinc-X
DESIGN: 20/50
CREATIVITY: 14/30
AESTHETICS: 15/20
TOTAL SCORE: 49/100
The first half of this level is pretty underwhelming. It doesn't feel like you put much thought into the enemy placement here, and playing it is more of a chore than it is enjoyable. Luckily, the part inside the pyramid is much better, being more coherent but also actually being moderately interesting. Still far from great, but it's a big step up over the first half. The secret exit path is decent too, though it could have definitely been less cramped.
Rameau's Nephew
DESIGN: 22/50
CREATIVITY: 16/30
AESTHETICS: 15/20
TOTAL SCORE: 53/100
I have to admit, I'm not too fond of the outdoor section here. Æsthetically, it doesn't quite match up up to the other two sections (though it still looks good), and spiky Pokey heads actually being footballs which are safe to jump on is an odd choice. Design-wise, between the footballs, hopping flames, and later the Lakitu, it all feels a touch random, with things that bounce around unpredictably strewn haphazardly around the place as a substitute for proper design. Inside the pyramid is generally better on all fronts and more fun to play all around, but it feels a touch short and insubstantial in comparison.
The secret path...well, it looks good, that's for certain, and I love the Fighter Fly hieroglyphs. That said, in terms of obstacles, it seems to rely mostly on cheap tricks and elements being hilariously and often unpredictably in the way. Like, this would work if you were designing actual booby traps for an ancient tomb, but as a level meant to be played for fun, it doesn't make for the most enjoyable experience. The powerup blocks in this section also don't appear to have been at all designed with the idea in mind that Mario would ever hit them while big, and some of the obstacles don't seem to take tall people into mind either. I'm also not sure why upon a bed of gold and jewels, Mario considers a nasty old skull to be the ultimate prize, but I'm not gonna judge (weirdo).
+ Looks good, especially in the interiors.
+ Pyramid interior not too bad.
- Exterior section feels sloppy and chaotic
- Secret path takes booby traps way too seriously
Other: You can't just make up words like "plundersome"! That's redoopulish.
DESIGN: 21/50
CREATIVITY: 19/30
AESTHETICS: 15/20
TOTAL SCORE: 55/100
A pretty sweet level, but it makes a few questionable design decisions. The secret exit path is kind of a cramped mess - some setups with pencils are super hard to get through, and that part with the moving blocks around the megaspikes can actually be impossible without proper timing (by the way it's kinda silly how it's possible to ignore the key thanks to the 1-up checkpoint lol). I also have a problem with the bat and spike top after the bit with the throw blocks in the second half, it's really hard to predict and react to that jump. Then there's a half a minute wait for a shell to travel down between turn blocks...
Design-wise, not a lot was done outside of the secret exit (although it has its issues, I think it made clever use of gimmicks). The first half feels like just a lot of enemies thrown around, and that becomes a bit glaring when you just give the player a starman. The second half feels a bit unfocused and has a bunch of random setups that don't have much to do with each other. I had some fun exploring it, though, I'll give you that. I think it looks really nice, but the inside areas have kinda gross palettes...
lolyoshi
DESIGN: 39/50
CREATIVITY: 21/30
AESTHETICS: 14/20
TOTAL SCORE: 74/100
Decent level, but I wouldn't say it's that engaging, it was still not an awful experience. I wish
there was a bit more to it.
Noivern
DESIGN: 23/50
CREATIVITY: 19/30
AESTHETICS: 6/20
TOTAL SCORE: 48/100
This level suffers a lot from cramped and disjointed level design, especially in the vertical section. The tiling is really sloppy, and nothing quite works the way you think it will. The aesthetic suffers from this, as well as the messed up background in the main level. Sliding through the pokeys would have been a great way to end the level in the vertical section; too bad you can't get a 1up from it.
Sinc-X
DESIGN: 20/50
CREATIVITY: 14/30
AESTHETICS: 15/20
TOTAL SCORE: 49/100
The first half of this level is pretty underwhelming. It doesn't feel like you put much thought into the enemy placement here, and playing it is more of a chore than it is enjoyable. Luckily, the part inside the pyramid is much better, being more coherent but also actually being moderately interesting. Still far from great, but it's a big step up over the first half. The secret exit path is decent too, though it could have definitely been less cramped.
Rameau's Nephew
DESIGN: 22/50
CREATIVITY: 16/30
AESTHETICS: 15/20
TOTAL SCORE: 53/100
I have to admit, I'm not too fond of the outdoor section here. Æsthetically, it doesn't quite match up up to the other two sections (though it still looks good), and spiky Pokey heads actually being footballs which are safe to jump on is an odd choice. Design-wise, between the footballs, hopping flames, and later the Lakitu, it all feels a touch random, with things that bounce around unpredictably strewn haphazardly around the place as a substitute for proper design. Inside the pyramid is generally better on all fronts and more fun to play all around, but it feels a touch short and insubstantial in comparison.
The secret path...well, it looks good, that's for certain, and I love the Fighter Fly hieroglyphs. That said, in terms of obstacles, it seems to rely mostly on cheap tricks and elements being hilariously and often unpredictably in the way. Like, this would work if you were designing actual booby traps for an ancient tomb, but as a level meant to be played for fun, it doesn't make for the most enjoyable experience. The powerup blocks in this section also don't appear to have been at all designed with the idea in mind that Mario would ever hit them while big, and some of the obstacles don't seem to take tall people into mind either. I'm also not sure why upon a bed of gold and jewels, Mario considers a nasty old skull to be the ultimate prize, but I'm not gonna judge (weirdo).
+ Looks good, especially in the interiors.
+ Pyramid interior not too bad.
- Exterior section feels sloppy and chaotic
- Secret path takes booby traps way too seriously
Other: You can't just make up words like "plundersome"! That's redoopulish.