idol
DESIGN: 36/60
CREATIVITY: 19/30
AESTHETICS: 7/10
TOTAL: 62/100
Enan63, you get the death sentence.
Chilly Snow, huh? It sure is, buddy.
The ideas and ambition are here - neat usage of the Jumping(?) Platforms, although I partially attribute my familiarity to how they work from both my BLDC and 2Mice. Maybe other players would have a more rough time, they are kinda janky, and the graphics for the 2 wide Grey Jumping Platforms are identical to the graphics of the 4 wide Falling Platform, so there's a kinda mash of expected functionalities between the two of them.
I felt that some sections were cool the first time (sliding through Jumping Platforms, or Falling Platforms), but then they got kinda repeated throughout.
Aesthetics were... okay. I was not a big fan of the choice of FG graphics, but the HDMA & snow effects were nice.
All around it sure was a chilly snow.
MrDeePay
DESIGN: 38/60
CREATIVITY: 20/30
AESTHETICS: 9/10
TOTAL: 67/100
A mostly alright outing, but it gets pretty repetitive and drags itself out more than it needs to. While you do show at the start that the short stumps are solid, they get easily lost in the rest of the decorations in the level. This isn't too bad with how everything it set up, but it's still annoying enough to deal with. (better contrast would've been a plus, basically) The level itself has you doing essentially the same two things over and over again. (hopping on rising platforms, sliding underneath narrow gaps) There are a couple of instances in both cases that are pretty decent, but they're not enough to make up for the level's repetition.
Morsel
DESIGN: 41/60
CREATIVITY: 18/30
AESTHETICS: 8/10
TOTAL: 67/100
My random level order gave me two levels in a row playing the same music; here the music fits very well. You could have been more careful with the decorations (e.g. I slide past a snowman with a brown pillar top and a snowy bottom, and get stopped unexpectedly by a pillar brown on bottom and snowy on top). You had several coin trail drops, but you could have added some variation to these. Some coins are scattered with little sense (if you use them routinely as guides this seems questionable). The eating snakes are introduced, but, after the first time, their timed behaviour is only ever used to make you wait: you trigger the block, then you stand still. That obstacle where you have to choose a throw block and hide under the other was quite nice, although it slightly trickier than the rest of this level (and it comes in a particularly pressured situation). There were some interesting uses of platforms, although they were sometimes used in the same way more than once to little real effect (e.g sliding down across the jumping up platforms). The second half of the level seemed less interestingly designed than the first; it almost feels like the halves are in the wrong order.
DESIGN: 36/60
CREATIVITY: 19/30
AESTHETICS: 7/10
TOTAL: 62/100
Enan63, you get the death sentence.
Chilly Snow, huh? It sure is, buddy.
The ideas and ambition are here - neat usage of the Jumping(?) Platforms, although I partially attribute my familiarity to how they work from both my BLDC and 2Mice. Maybe other players would have a more rough time, they are kinda janky, and the graphics for the 2 wide Grey Jumping Platforms are identical to the graphics of the 4 wide Falling Platform, so there's a kinda mash of expected functionalities between the two of them.
I felt that some sections were cool the first time (sliding through Jumping Platforms, or Falling Platforms), but then they got kinda repeated throughout.
Aesthetics were... okay. I was not a big fan of the choice of FG graphics, but the HDMA & snow effects were nice.
All around it sure was a chilly snow.
MrDeePay
DESIGN: 38/60
CREATIVITY: 20/30
AESTHETICS: 9/10
TOTAL: 67/100
A mostly alright outing, but it gets pretty repetitive and drags itself out more than it needs to. While you do show at the start that the short stumps are solid, they get easily lost in the rest of the decorations in the level. This isn't too bad with how everything it set up, but it's still annoying enough to deal with. (better contrast would've been a plus, basically) The level itself has you doing essentially the same two things over and over again. (hopping on rising platforms, sliding underneath narrow gaps) There are a couple of instances in both cases that are pretty decent, but they're not enough to make up for the level's repetition.
Morsel
DESIGN: 41/60
CREATIVITY: 18/30
AESTHETICS: 8/10
TOTAL: 67/100
My random level order gave me two levels in a row playing the same music; here the music fits very well. You could have been more careful with the decorations (e.g. I slide past a snowman with a brown pillar top and a snowy bottom, and get stopped unexpectedly by a pillar brown on bottom and snowy on top). You had several coin trail drops, but you could have added some variation to these. Some coins are scattered with little sense (if you use them routinely as guides this seems questionable). The eating snakes are introduced, but, after the first time, their timed behaviour is only ever used to make you wait: you trigger the block, then you stand still. That obstacle where you have to choose a throw block and hide under the other was quite nice, although it slightly trickier than the rest of this level (and it comes in a particularly pressured situation). There were some interesting uses of platforms, although they were sometimes used in the same way more than once to little real effect (e.g sliding down across the jumping up platforms). The second half of the level seemed less interestingly designed than the first; it almost feels like the halves are in the wrong order.
idol
DESIGN: 32/60
CREATIVITY: 20/30
AESTHETICS: 6/10
TOTAL: 58/100
I had to look up what Misogi meant, and I think it's baller.
I had a good first run going - made it through the first room and had fun with the platforming, and then entered the second room. Miffed a jump, died, and realized... there was no midpoint even.
So I play through the first section again, and am a bit less fortunte. I get further and realize I died a few screens before the midpoint. I realize how fucking long this level might become.
The second half (which I initally expected the second room to constitute) does much of the same - albeit more of a focus on Grinders, and then I reach a rather cruel setup: a Venus Piranha Plant, a Thwomp a mere 5 blocks above Her, and a rather awkward jump to get past the two of them. And by awkward, I mean rather unreasonable.
The plight continue as this second half dives into the blue yonder, and I am left wishing it had some mercy.
also i loved the 32x32 ice block cutoffs with the thwomps
MrDeePay
DESIGN: 30/60
CREATIVITY: 20/30
AESTHETICS: 6/10
TOTAL: 56/100
There are a few decent setups with these Thwomp blocks, but the overall gimmick fizzles out about halfway through when things get repetitive. Too often does the level go for the "bait a Thwomp X times before proceeding" with very little meaningful variation, especially during the second half. Of note, there is one setup that also includes a Venus Fire Trap and a spike on a small raised ledge, but the timing needed to get through there is a huge pain if you don't have a Flower. (You're only provided two powerups for the entire level.)
Also the music feels *very* out of sync.
Basically, the car can run, but it needs more gas.
Morsel
DESIGN: 52/60
CREATIVITY: 21/30
AESTHETICS: 10/10
TOTAL: 83/100
A simple and familiar (e.g. from 'The Mario' by pingu) concept and a carefully designed level. The spikes are sometimes used in uncomfortable ways; their square hitbox is already a mockery of SMW's generosity, and placing them level with the ground redoubles that. Waiting for some of the thwomps to drop and return was sometimes laborious, although I found some ways to get through this and that more quickly. The obstacle with the double spitting piranha and thwomp was perhaps a little too obscure to understand for me (the way I found to do it felt odd, although it was interesting to find this way). The palette worked very well, although it was very unusual. The 'double spinjump antifail' might have been useful for this level.
DESIGN: 32/60
CREATIVITY: 20/30
AESTHETICS: 6/10
TOTAL: 58/100
I had to look up what Misogi meant, and I think it's baller.
I had a good first run going - made it through the first room and had fun with the platforming, and then entered the second room. Miffed a jump, died, and realized... there was no midpoint even.
So I play through the first section again, and am a bit less fortunte. I get further and realize I died a few screens before the midpoint. I realize how fucking long this level might become.
The second half (which I initally expected the second room to constitute) does much of the same - albeit more of a focus on Grinders, and then I reach a rather cruel setup: a Venus Piranha Plant, a Thwomp a mere 5 blocks above Her, and a rather awkward jump to get past the two of them. And by awkward, I mean rather unreasonable.
The plight continue as this second half dives into the blue yonder, and I am left wishing it had some mercy.
also i loved the 32x32 ice block cutoffs with the thwomps
MrDeePay
DESIGN: 30/60
CREATIVITY: 20/30
AESTHETICS: 6/10
TOTAL: 56/100
There are a few decent setups with these Thwomp blocks, but the overall gimmick fizzles out about halfway through when things get repetitive. Too often does the level go for the "bait a Thwomp X times before proceeding" with very little meaningful variation, especially during the second half. Of note, there is one setup that also includes a Venus Fire Trap and a spike on a small raised ledge, but the timing needed to get through there is a huge pain if you don't have a Flower. (You're only provided two powerups for the entire level.)
Also the music feels *very* out of sync.
Basically, the car can run, but it needs more gas.
Morsel
DESIGN: 52/60
CREATIVITY: 21/30
AESTHETICS: 10/10
TOTAL: 83/100
A simple and familiar (e.g. from 'The Mario' by pingu) concept and a carefully designed level. The spikes are sometimes used in uncomfortable ways; their square hitbox is already a mockery of SMW's generosity, and placing them level with the ground redoubles that. Waiting for some of the thwomps to drop and return was sometimes laborious, although I found some ways to get through this and that more quickly. The obstacle with the double spitting piranha and thwomp was perhaps a little too obscure to understand for me (the way I found to do it felt odd, although it was interesting to find this way). The palette worked very well, although it was very unusual. The 'double spinjump antifail' might have been useful for this level.
idol
DESIGN: 47/60
CREATIVITY: 23/30
AESTHETICS: 5/10
TOTAL: 75/100
Castle Blocko is full of evil Bowser Statue boys, Dry Bones, and Tracker Blocks. This level is mostly just these three things, and doesn't do a whole lot else.
There's a lot of focus on platforming with the Tracker blocks, and nice placement of the fireballs. The visuals in this level were kind of lacking - especially the 8-bit foreground compared to the sprite and other misc graphics.
MrDeePay
DESIGN: 38/60
CREATIVITY: 20/30
AESTHETICS: 6/10
TOTAL: 64/100
Pretty basic and safe level, but overall a servicable outing. It doesn't do anything outstanding with its usage of tracker blocks, but nothing terrible either.
Morsel
DESIGN: 38/60
CREATIVITY: 15/30
AESTHETICS: 6/10
TOTAL: 59/100
Risky no life farm decision (I didn't game over; it's quite possible to, as there are some ways to die). Having statues fire to the right is problematic as the fireballs stay on screen and hog the sprite slots (causing some other sprites not to spawn and also making the game slow down). Sometimes those right fireballs can line up with other sprites in an unforeseeable way (e.g. for the final dragon coin). There were some interesting evolutions of the custom stone blocks. There were probably too many power-ups for the length and difficulty of the level. The normal coin placements sometimes seemed senseless and 'scattered' and sometimes seemed unnecessarily helpful (when you only have to observe the platform's behaviour). Cutting the pillar in half (by colour) is a bit odd. The music is not too attractive (chrono trigger majora's mask mash up).
DESIGN: 47/60
CREATIVITY: 23/30
AESTHETICS: 5/10
TOTAL: 75/100
Castle Blocko is full of evil Bowser Statue boys, Dry Bones, and Tracker Blocks. This level is mostly just these three things, and doesn't do a whole lot else.
There's a lot of focus on platforming with the Tracker blocks, and nice placement of the fireballs. The visuals in this level were kind of lacking - especially the 8-bit foreground compared to the sprite and other misc graphics.
MrDeePay
DESIGN: 38/60
CREATIVITY: 20/30
AESTHETICS: 6/10
TOTAL: 64/100
Pretty basic and safe level, but overall a servicable outing. It doesn't do anything outstanding with its usage of tracker blocks, but nothing terrible either.
Morsel
DESIGN: 38/60
CREATIVITY: 15/30
AESTHETICS: 6/10
TOTAL: 59/100
Risky no life farm decision (I didn't game over; it's quite possible to, as there are some ways to die). Having statues fire to the right is problematic as the fireballs stay on screen and hog the sprite slots (causing some other sprites not to spawn and also making the game slow down). Sometimes those right fireballs can line up with other sprites in an unforeseeable way (e.g. for the final dragon coin). There were some interesting evolutions of the custom stone blocks. There were probably too many power-ups for the length and difficulty of the level. The normal coin placements sometimes seemed senseless and 'scattered' and sometimes seemed unnecessarily helpful (when you only have to observe the platform's behaviour). Cutting the pillar in half (by colour) is a bit odd. The music is not too attractive (chrono trigger majora's mask mash up).