Vanilla Level Design Contest X - 1he First place entry...well d0ne to all.
Re: Vanilla Level Design Contest X - 1Fl0at
I remember playing this level. Top notch aesthetic and really good music. Also very creative. Level when watched from outside feels exciting. But there is major flaw for me - this level is long and too easy at the same time. Everything before 2nd midpoint was just too easy for me, there was too much leeway. Just move forward, occasionally wait and do easy jumps. You are basically guided through whole level. Even dragon coins are on the path, impossible to dodge. It felt really like this level doesn't require any effort from me. And this is the only level in the contest when I felt bored. I did 2 playthroughs of this level in different periods of time and somewhere at the middle of level I started yawning, because I was really bored.
And then there is part after 2nd midpoint. Moon challenge was fun and finally required some thinking from me and planning my jumps. I hoped it could be longer. Wall running with fishes was a bit automatic, but there was still some dodging stuff. So again it was much more interesting to play than earlier stuff. This part was also the most memorable for me in the whole level. I really wish this level would have only part after 2nd midpoint, because only this was fun for me to play.
And then there is part after 2nd midpoint. Moon challenge was fun and finally required some thinking from me and planning my jumps. I hoped it could be longer. Wall running with fishes was a bit automatic, but there was still some dodging stuff. So again it was much more interesting to play than earlier stuff. This part was also the most memorable for me in the whole level. I really wish this level would have only part after 2nd midpoint, because only this was fun for me to play.
Re: Vanilla Level Design Contest X - 1Fl0at
Those bubbled goomba sprites generally don't get used a whole lot in hacks, so it was really cool seeing them used here in such a clever way.
Re: Vanilla Level Design Contest X - 1Fw0rldpeace
At first i was confused about why raocow was confused by the hints because i didn't even process the signs as hints until raocow said something about it. I was just looking at the interactable elements and tuning out the signs as background objects. It's interesting how differently people can process the exact same visual information, which i guess is one of the challenges of designing observation puzzles.
In this case, i think the correct sequence was clear enough without the signs, so i'm not sure they were necessary, especially with the green coins indicating where to drop the galoombas as a hint already. Trying to be extra generous and give additional hints ended up being detrimental for raocow, which is surprising but also kind of makes sense in that more hints means more information to try to process and assign meaning to within a quick action sequence. Trying to process all the hints can be harder than just figuring out to do with the elements of the puzzle if their meaning doesn't gel with your first instinct.
In this case, i think the correct sequence was clear enough without the signs, so i'm not sure they were necessary, especially with the green coins indicating where to drop the galoombas as a hint already. Trying to be extra generous and give additional hints ended up being detrimental for raocow, which is surprising but also kind of makes sense in that more hints means more information to try to process and assign meaning to within a quick action sequence. Trying to process all the hints can be harder than just figuring out to do with the elements of the puzzle if their meaning doesn't gel with your first instinct.
Re: Vanilla Level Design Contest X - 1Fgen0cide
sonic what are you doing spreading harsh names in my mario game again
I prefer hell valley sky tree anyway
I prefer hell valley sky tree anyway
My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
Re: Vanilla Level Design Contest X - 1Fgen0cide
4th: Genocide City by Agent Q
Re: Vanilla Level Design Contest X - 1Fgen0cide
3rd: Swiss Nazca by Lazy
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Re: Vanilla Level Design Contest X - 1Fuzzy0
@Lazy: Do the notes represented by the saws actually play a meaningful tune? By the time I realized that they were functioning as actual notes instead of simple "chord" spam I had already forgotten what the first handful of them were, so I didn't bother trying to puzzle it out in my head.
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Re: Vanilla Level Design Contest X - 1Fuzzy0
Truthfully, a gold Bowser statue spitting fire at the right height would've worked way better.
No need for a reset, it does so continuously! It shows an immediate clue: this is the height you need. If gives a hint about Yoshi getting hurt (too high to jump off or an impassable ceiling).
The falling statue was way too precise and couldn't reset itself.
No need for a reset, it does so continuously! It shows an immediate clue: this is the height you need. If gives a hint about Yoshi getting hurt (too high to jump off or an impassable ceiling).
The falling statue was way too precise and couldn't reset itself.
Re: Vanilla Level Design Contest X - 1Fuzzy0
So that's where the secret exit is located. I tried completely different thing. I read 1st message and it mention word "pray", so I assumed that I need to duck. So I was ducking in the whole shrine and nothing. So I thought that maybe I need to duck outside, but then I remembered how big this level is and I decided to check Lunar Magic. But it didn't help. So, this whole time I just needed to bring Yoshi into shrine. Sigh... I thought 2nd message is for after I find secret exit path.
But boy, secret exit feels really demanding compared to normal exit.
But boy, secret exit feels really demanding compared to normal exit.
Re: Vanilla Level Design Contest X - 1Fuzzy0
raocow, I think you might've had an easier time with the statue if you hadn't been slowing down to jump on the p-switch. That combined with jumping on it causing a very slight delay in your ability to jump again looks to have made it more difficult to reach the statue before it fell too low. It's probable that you were intended to just walk over the p-switch and then jump without slowing down which should have allowed you to touch the statue much higher on a more consistent basis.
Last edited by Alice 3 years ago, edited 1 time in total.
Re: Vanilla Level Design Contest X - 1Fuzzy0
It would be easier for raocow if statue would stop on 1F0 tile.
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Re: Vanilla Level Design Contest X - 1Fuzzy0
I could be misremembering but doesn't Yoshi automatically step on switches if you just walk over them?
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Re: Vanilla Level Design Contest X - 1Fuzzy0
I tried to put it onto an online Mario Paint composer and this is what it sounds like. I once again had to kinda eyeball the timing for things, so it may not be accurate.Kilgamayan wrote: ↑3 years ago @Lazy: Do the notes represented by the saws actually play a meaningful tune? By the time I realized that they were functioning as actual notes instead of simple "chord" spam I had already forgotten what the first handful of them were, so I didn't bother trying to puzzle it out in my head.
https://danielx.net/composer/#api-kA925 ... VT44xMaTDQ
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Re: Vanilla Level Design Contest X - 1Fuzzy0
it's the vaporware funny song
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Re: Vanilla Level Design Contest X - 1Fuzzy0
I was curious about the statue thing, because I noticed that raocow seemed to jump onto the P-switch instead of just stepping onto it. Since jumping scrolls the camera, I thought that might be causing the statue to spawn earlier, giving you less time to jump. Turns out, that's not true! Here are my findings:
Re: Vanilla Level Design Contest X - 1Fuzzy0
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Re: Vanilla Level Design Contest X - 1Fuzzy0
man. well then!nathanisbored wrote: ↑3 years ago I was curious about the statue thing, because I noticed that raocow seemed to jump onto the P-switch instead of just stepping onto it. Since jumping scrolls the camera, I thought that might be causing the statue to spawn earlier, giving you less time to jump. Turns out, that's not true! Here are my findings:
the chillaxest of dragons
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Re: Vanilla Level Design Contest X - 1Fuzzy0
Ashan wrote: ↑3 years agoI tried to put it onto an online Mario Paint composer and this is what it sounds like. I once again had to kinda eyeball the timing for things, so it may not be accurate.Kilgamayan wrote: ↑3 years ago @Lazy: Do the notes represented by the saws actually play a meaningful tune? By the time I realized that they were functioning as actual notes instead of simple "chord" spam I had already forgotten what the first handful of them were, so I didn't bother trying to puzzle it out in my head.
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That is incredibleft029 wrote: ↑3 years ago bless you nathan
also https://www.youtube.com/watch?v=_wcURnFRp9A for vaporwave
Lazy deserved to win for this alone
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Re: Vanilla Level Design Contest X - 1Fuzzy0
2nd: Shroom Starship by GbreezeSunset + Eminus
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Re: Vanilla Level Design Contest X - grav1tyF0
Was there something raocow was overlooking in that first section? It seems like a pretty freaking big oversight for a level of this quality to be missing reset pipes in multiple locations.
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Re: Vanilla Level Design Contest X - grav1tyF0
He didn't do anything wrong, the first half is quite poorly designed, especially by my standards today. There's a lot of stuff in this level that I would have done differently now, looking back on this 3 year old level I feel somewhat embarrassed about some things. I would probably have redone the entire first section if I was making this today, and at least put see-through glass blocks above the lakitus if I was gonna reuse that gimmick. Also, the sections with wiggler throw block kills and the wiggler bomb kill should be entirely redesigned and put into single room puzzles with reset, to completely avoid spawning issues and give instant retry for failure. The dc's are also pretty obtuse and seemingly unrelated to the gimmick, I probably would have removed the dc rooms. I think the 2nd half lent itself better to the premise (in which vanilla enemies could be both reskinned and have their behavior "altered" via the underwater glitch to feel like alien enemies). I think there was probably a way to reconcile the rompy nature of the 2nd half with the wiggler puzzles in the 1st without making it so awkward, but oh well. The sideways space platforms in particular are not very clear that they are intended to be sprite-only blocks, red ? blocks would have worked a lot better I think. I should make it clear that the design portion of the 1st half was done by me, so it's purely my fault there
All negativity aside, looking back, I still had so much fun making this with Eminus, coming up with all the fun little details was such a blast. Eminus is responsible for the fabulous graphics and alien enemies in the level. I'm afraid that even I don't know what they are all made of lol, so I can't be much help there
All negativity aside, looking back, I still had so much fun making this with Eminus, coming up with all the fun little details was such a blast. Eminus is responsible for the fabulous graphics and alien enemies in the level. I'm afraid that even I don't know what they are all made of lol, so I can't be much help there
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Re: Vanilla Level Design Contest X - grav1tyF0
I thought the puzzles in the first half were fine, although I relate to having lots of trouble spinjumping on the lakitu eggs.
The graphics and design in the second half are top notch; just completely astounding.
The graphics and design in the second half are top notch; just completely astounding.
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Re: Vanilla Level Design Contest X - grav1tyF0
A bit late with this because life, but might I just say that some people — who happen to be both in the youtube comments and here on the forums — took things too far by invoking a certain other level yesterday?
Said level already got substantial flack back when raocow first played it. Continuing to hold it against lazy to this day isn’t being productive or constructive in any way, you’re just clinging to a grudge.
There’s plenty of things in the world far more deserving of that kind of sustained hostility than mario romhack levels, especially this year.
Said level already got substantial flack back when raocow first played it. Continuing to hold it against lazy to this day isn’t being productive or constructive in any way, you’re just clinging to a grudge.
There’s plenty of things in the world far more deserving of that kind of sustained hostility than mario romhack levels, especially this year.
Delightful Adventure Enhanced is out now!
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Itch.io (albums and eventually games), Youtube (dofur pass and I guess other videos)
There's an official ASMT Discord server! Check it out to discuss Demo games and follow their development! thread, invite link
(Entry requires verification, either with a connected Youtube/Twitter/Twitch/etc account or manually by the server staff.)
Itch.io (albums and eventually games), Youtube (dofur pass and I guess other videos)
Re: Vanilla Level Design Contest X - grav1tyF0
I looked into the comments of both videos that could be considered "yesterday" and all I saw was calling the secret exit of the Fuzzy level bad.Rixithechao wrote: ↑3 years agoSaid level already got substantial flack back when raocow first played it. Continuing to hold it against lazy to this day isn’t being productive or constructive in any way, you’re just clinging to a grudge.
Not a single person held it against the author, either.
I think you're reading way too much into things, here...
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!