Koopster
DESIGN: 18/50
CREATIVITY: 11/30
AESTHETICS: 11/20
TOTAL SCORE: 40/100
Golden bones don't look that good. Or at least they don't blend very well with the original cave palette. Quite unfocused level, feels like a collection of miscellaneous cave setups in a random order. It feels like it never gets harder or progresses, it just keeps throwing different stuff at the player. The secret exit doesn't really add to the level and it's hidden in a very lazy spot.
lolyoshi
DESIGN: 30/50
CREATIVITY: 11/30
AESTHETICS: 12/20
TOTAL SCORE: 53/100
Lacked any real gameplay ideas. However it was cute and inoffensive.
Noivern
DESIGN: 14/50
CREATIVITY: 8/30
AESTHETICS: 8/20
TOTAL SCORE: 30/100
It's okay, but nothing out of the ordinary. The secret exit is obscure and requiring the player to carry items across the sublevels is generally bad. Slow autoscroll is usually really boring, and this level is no exception. It's a decent effort, but you need way more than that if you want a good score.
Sinc-X
DESIGN: 12/50
CREATIVITY: 7/30
AESTHETICS: 13/20
TOTAL SCORE: 32/100
There doesn't seem to be much thought put into this level. Enemies tend to be thrown around with not much purpose, and in a couple parts the enemy placements are purely detrimental to the experience (for example, the Swooper placement above the grey falling platform). The autoscroll in the latter half felt unpurposeful as well aside from making the level feel slower. The æsthetic is pretty much pure vanilla so there's not much to say there, though the bones are a really ugly color.
The secret exit should really have just been scrapped. There is no indication whatsoever that you can go over the wall in the intro segment, and it's especially unobvious considering the exit itself is in the main room. Secrets should be hidden but they shouldn't make the player have to check every single possible tile for hidden blocks (this applies on a slightly lesser scale to the third dragon coin as well).
Rameau's Nephew
DESIGN: 25/50
CREATIVITY: 14/30
AESTHETICS: 6/20
TOTAL SCORE: 45/100
An OK cave level. Not super-exciting, but not all too shabby, either. It throws in some secrets and side-paths, and while the obstacles are a bit basic, it includes some variation without feeling incoherent. Visually, there's some weird cutoff, and I'm not entirely keen on the palette; were this the Normal Bone Mine, it might have actually worked a bit better, I suspect.
+ Some respectable if not death-defying spelunking.
- Could push more boundaries
- Could appeal less to the noveau-riche, æsthetically
Other: Do they mine golden bones here? Is it just a mine that happens to contain golden bones? Are the bones actually made of metal, or just discolored? So many unexplored mysteries.
DESIGN: 18/50
CREATIVITY: 11/30
AESTHETICS: 11/20
TOTAL SCORE: 40/100
Golden bones don't look that good. Or at least they don't blend very well with the original cave palette. Quite unfocused level, feels like a collection of miscellaneous cave setups in a random order. It feels like it never gets harder or progresses, it just keeps throwing different stuff at the player. The secret exit doesn't really add to the level and it's hidden in a very lazy spot.
lolyoshi
DESIGN: 30/50
CREATIVITY: 11/30
AESTHETICS: 12/20
TOTAL SCORE: 53/100
Lacked any real gameplay ideas. However it was cute and inoffensive.
Noivern
DESIGN: 14/50
CREATIVITY: 8/30
AESTHETICS: 8/20
TOTAL SCORE: 30/100
It's okay, but nothing out of the ordinary. The secret exit is obscure and requiring the player to carry items across the sublevels is generally bad. Slow autoscroll is usually really boring, and this level is no exception. It's a decent effort, but you need way more than that if you want a good score.
Sinc-X
DESIGN: 12/50
CREATIVITY: 7/30
AESTHETICS: 13/20
TOTAL SCORE: 32/100
There doesn't seem to be much thought put into this level. Enemies tend to be thrown around with not much purpose, and in a couple parts the enemy placements are purely detrimental to the experience (for example, the Swooper placement above the grey falling platform). The autoscroll in the latter half felt unpurposeful as well aside from making the level feel slower. The æsthetic is pretty much pure vanilla so there's not much to say there, though the bones are a really ugly color.
The secret exit should really have just been scrapped. There is no indication whatsoever that you can go over the wall in the intro segment, and it's especially unobvious considering the exit itself is in the main room. Secrets should be hidden but they shouldn't make the player have to check every single possible tile for hidden blocks (this applies on a slightly lesser scale to the third dragon coin as well).
Rameau's Nephew
DESIGN: 25/50
CREATIVITY: 14/30
AESTHETICS: 6/20
TOTAL SCORE: 45/100
An OK cave level. Not super-exciting, but not all too shabby, either. It throws in some secrets and side-paths, and while the obstacles are a bit basic, it includes some variation without feeling incoherent. Visually, there's some weird cutoff, and I'm not entirely keen on the palette; were this the Normal Bone Mine, it might have actually worked a bit better, I suspect.
+ Some respectable if not death-defying spelunking.
- Could push more boundaries
- Could appeal less to the noveau-riche, æsthetically
Other: Do they mine golden bones here? Is it just a mine that happens to contain golden bones? Are the bones actually made of metal, or just discolored? So many unexplored mysteries.
Koopster
DESIGN: 18/50
CREATIVITY: 11/30
AESTHETICS: 7/20
TOTAL SCORE: 36/100
Quite reminiscent of Vanilla Dome 3. Skull rafts are a hard gimmick to work with because they'll often make for boring and slow levels, and that is unfortunately the case here. Some challenges are nice but for the most part the level feels samey and uninteresting. Some bonuses are hidden badly (find a random invisible block), I even got kaizo trapped by the first one once. And the bonus rooms are completely disjointed from the level itself - a P-balloon ride and bubbles for the secret exit in a level about skull rafts? It's an interesting challenge, although most bubbles are really not dangerous and pointless, and again, it has no place in this level.
lolyoshi
DESIGN: 32/50
CREATIVITY: 14/30
AESTHETICS: 12/20
TOTAL SCORE: 58/100
It reminded me of a pseudo SMW-like vanilla dome, but it doesn't necessarily do things better than
the original vanilla dome. The bonus rooms feel out of place and so does the secret exit. The latter's
design is at least more thoughtful.
Noivern
DESIGN: 15/50
CREATIVITY: 14/30
AESTHETICS: 8/20
TOTAL SCORE: 37/100
A generic lava cave level that suddenly turns into an equally okay forest for the secret exit. All of the skull raft sections are boring and most of the swoopers can be avoided without moving. The hidden blocks are almost all *very* poorly placed, and I died a few times from it. I will admit that the secret exit gimmick was pretty good; you honestly should have made that the main gimmick and ditched the cave.
Sinc-X
DESIGN: 16/50
CREATIVITY: 9/30
AESTHETICS: 14/20
TOTAL SCORE: 39/100
Starts off pretty standard fare, nothing to be too excited about but not too boring, but it very quickly gets repetitive. Playing through it I thought I had actually looped around at some point because it felt so similar to what was already played. I also think you could have expanded more with the skull rafts instead of just using existing ideas from SMW.
Rameau's Nephew
DESIGN: 16/50
CREATIVITY: 10/30
AESTHETICS: 7/20
TOTAL SCORE: 33/100
This sure was a lava cave! Honestly, though, it felt pretty similar in terms of flavor and setups to the lava caves in the original SMW, and doesn't do much to establish its own identity. This is compounded by the fact that second half of the level also doesn't really do very much to distinguish it from the first first half, and it feels as though the level drags on a bit longer than it needs to towards the end. One interesting surprise was the secret path, Which actually makes a somewhat interesting use of the P-balloon in conjunction with the Goomba and Bob-omb bubbles. It's sort of completely out of place visually and thematically in the level, but nevertheless, it's by far the most interesting part, so I didn't mind so much.
+ Secret exit actually sort of interesting.
- Rest of the level not that terribly interesting
Other: As covert volcanoes go, this one was surprisingly explicit.
DESIGN: 18/50
CREATIVITY: 11/30
AESTHETICS: 7/20
TOTAL SCORE: 36/100
Quite reminiscent of Vanilla Dome 3. Skull rafts are a hard gimmick to work with because they'll often make for boring and slow levels, and that is unfortunately the case here. Some challenges are nice but for the most part the level feels samey and uninteresting. Some bonuses are hidden badly (find a random invisible block), I even got kaizo trapped by the first one once. And the bonus rooms are completely disjointed from the level itself - a P-balloon ride and bubbles for the secret exit in a level about skull rafts? It's an interesting challenge, although most bubbles are really not dangerous and pointless, and again, it has no place in this level.
lolyoshi
DESIGN: 32/50
CREATIVITY: 14/30
AESTHETICS: 12/20
TOTAL SCORE: 58/100
It reminded me of a pseudo SMW-like vanilla dome, but it doesn't necessarily do things better than
the original vanilla dome. The bonus rooms feel out of place and so does the secret exit. The latter's
design is at least more thoughtful.
Noivern
DESIGN: 15/50
CREATIVITY: 14/30
AESTHETICS: 8/20
TOTAL SCORE: 37/100
A generic lava cave level that suddenly turns into an equally okay forest for the secret exit. All of the skull raft sections are boring and most of the swoopers can be avoided without moving. The hidden blocks are almost all *very* poorly placed, and I died a few times from it. I will admit that the secret exit gimmick was pretty good; you honestly should have made that the main gimmick and ditched the cave.
Sinc-X
DESIGN: 16/50
CREATIVITY: 9/30
AESTHETICS: 14/20
TOTAL SCORE: 39/100
Starts off pretty standard fare, nothing to be too excited about but not too boring, but it very quickly gets repetitive. Playing through it I thought I had actually looped around at some point because it felt so similar to what was already played. I also think you could have expanded more with the skull rafts instead of just using existing ideas from SMW.
Rameau's Nephew
DESIGN: 16/50
CREATIVITY: 10/30
AESTHETICS: 7/20
TOTAL SCORE: 33/100
This sure was a lava cave! Honestly, though, it felt pretty similar in terms of flavor and setups to the lava caves in the original SMW, and doesn't do much to establish its own identity. This is compounded by the fact that second half of the level also doesn't really do very much to distinguish it from the first first half, and it feels as though the level drags on a bit longer than it needs to towards the end. One interesting surprise was the secret path, Which actually makes a somewhat interesting use of the P-balloon in conjunction with the Goomba and Bob-omb bubbles. It's sort of completely out of place visually and thematically in the level, but nevertheless, it's by far the most interesting part, so I didn't mind so much.
+ Secret exit actually sort of interesting.
- Rest of the level not that terribly interesting
Other: As covert volcanoes go, this one was surprisingly explicit.
Koopster
DESIGN: 25/50
CREATIVITY: 21/30
AESTHETICS: 7/20
TOTAL SCORE: 53/100
This level has charm, I'll give you that. It doesn't look very good and the plot is kind of confusing, but I really like how you used "every plant has a home" to hide a secret, that was neat. The level doesn't have a central gimmick and the development of the design is lacking, but it is a quite decent, yet still very short romp.
lolyoshi
DESIGN: 24/50
CREATIVITY: 17/30
AESTHETICS: 12/20
TOTAL SCORE: 53/100
Nevermind, I think I'll just sell my movie tickets to eBay.
Noivern
DESIGN: 22/50
CREATIVITY: 12/30
AESTHETICS: 7/20
TOTAL SCORE: 41/100
Though really basic and unpolished, it was still a somewhat fun level. The secret exit pipe was well hidden. The outside and cave sections featured a lot of cement block pipe hinges and corners cutting into the dirt with no attempts at fixing cutoff, and the movie theater aesthetic gimmick didn't add anything to the level.
Sinc-X
DESIGN: 10/50
CREATIVITY: 3/30
AESTHETICS: 14/20
TOTAL SCORE: 27/100
I would have liked to see the piranha plants used more creatively, since you decided to make them the focus of the level. As it stands, they don't add much, and if anything feel overused. Outside of that, it's a straightforward romp without much to say.
Rameau's Nephew
DESIGN: 13/50
CREATIVITY: 9/30
AESTHETICS: 6/20
TOTAL SCORE: 30/100
Feels a touch directionless and repetitive, especially in the ghost house section. The only real theme seemed to be Pirhana Plant spam, which only heightened the latter of the above-mentioned sensations. I thought the entrance to the secret path was perhaps a little too obscure (even with the hint, which initially feels like a weird joke about the Piranha profusion), certainly more so than the moon. Indeed, I was certain it must be over that staircase-like stack of boxes at the end of the ghost house section, and made a heroic effort to scale it with the help of the nearest Boo, only to find myself hurled into the abyss, my efforts in vain. Woe.
Æsthetically, it's straight-up SMW, aside from the background of the second area, which doesn't really look like a cinema so much as a giant window looking out at the sky. But I think maybe the joke is meant to be that Movie Night is literally a movie of the night sky (which looks considerably less engaging than the actual sky outside)? In any event, the cinematic angle feels a bit weird, tacked-on and tangential to the tangle of fish flowers that make up the only real coherent running theme of the levels content.
+ There's a night, and you move. You may or may not say "Eeee!"
- Somewhat wandering and repetitive
- Secret exit a bit obscure
Other: The punchline might have been funnier if the window had been playing Andy Warhol's Empire.
DESIGN: 25/50
CREATIVITY: 21/30
AESTHETICS: 7/20
TOTAL SCORE: 53/100
This level has charm, I'll give you that. It doesn't look very good and the plot is kind of confusing, but I really like how you used "every plant has a home" to hide a secret, that was neat. The level doesn't have a central gimmick and the development of the design is lacking, but it is a quite decent, yet still very short romp.
lolyoshi
DESIGN: 24/50
CREATIVITY: 17/30
AESTHETICS: 12/20
TOTAL SCORE: 53/100
Nevermind, I think I'll just sell my movie tickets to eBay.
Noivern
DESIGN: 22/50
CREATIVITY: 12/30
AESTHETICS: 7/20
TOTAL SCORE: 41/100
Though really basic and unpolished, it was still a somewhat fun level. The secret exit pipe was well hidden. The outside and cave sections featured a lot of cement block pipe hinges and corners cutting into the dirt with no attempts at fixing cutoff, and the movie theater aesthetic gimmick didn't add anything to the level.
Sinc-X
DESIGN: 10/50
CREATIVITY: 3/30
AESTHETICS: 14/20
TOTAL SCORE: 27/100
I would have liked to see the piranha plants used more creatively, since you decided to make them the focus of the level. As it stands, they don't add much, and if anything feel overused. Outside of that, it's a straightforward romp without much to say.
Rameau's Nephew
DESIGN: 13/50
CREATIVITY: 9/30
AESTHETICS: 6/20
TOTAL SCORE: 30/100
Feels a touch directionless and repetitive, especially in the ghost house section. The only real theme seemed to be Pirhana Plant spam, which only heightened the latter of the above-mentioned sensations. I thought the entrance to the secret path was perhaps a little too obscure (even with the hint, which initially feels like a weird joke about the Piranha profusion), certainly more so than the moon. Indeed, I was certain it must be over that staircase-like stack of boxes at the end of the ghost house section, and made a heroic effort to scale it with the help of the nearest Boo, only to find myself hurled into the abyss, my efforts in vain. Woe.
Æsthetically, it's straight-up SMW, aside from the background of the second area, which doesn't really look like a cinema so much as a giant window looking out at the sky. But I think maybe the joke is meant to be that Movie Night is literally a movie of the night sky (which looks considerably less engaging than the actual sky outside)? In any event, the cinematic angle feels a bit weird, tacked-on and tangential to the tangle of fish flowers that make up the only real coherent running theme of the levels content.
+ There's a night, and you move. You may or may not say "Eeee!"
- Somewhat wandering and repetitive
- Secret exit a bit obscure
Other: The punchline might have been funnier if the window had been playing Andy Warhol's Empire.

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