aterraformer wrote:-Bastion in Blue by BLD-
I thought your level was cool and a good fit for the world 1 castle (I'm not sure if world 1 will have enough levels a midfort thing). If you would like it here, though, some changes need to be made. First of all you have many switch blocks along the level. Considering I doubt any switch palaces with be in world 1, unless this is a joke thing I would like them removed. Secondly, I do not like the method of getting the third dragon coin for world 1. I didn't realize how to get it until I opened up in lunar magic, not to mention the backtracking it involves. I also think the fourth dragon coin is way too hard for this world. Also, what's up with the secondary entrance? It seems to be just wasting a slot. I really did like the boo battle though, and with the no sprite limits patch it will look fine.
Awesome, thanks! I realize the switch blocks likely won't be pressed at this point, but why should I remove them? I don't think they really do much harm, other than maybe clash with the blue color scheme a bit. I'm not asking to be argumentative, I'm just trying to learn from my my mistakes.
Third dragon coin to be discussed below.
The fourth dragon coin is too hard? How so? All you do is take a throw block and throw it at the koopa.
Secondary entrance also discussed below.
Frozelar wrote:Bastion in Blue by BLD
That was probably one of the best levels I've played lately. The level design is just great. I love the way the blue blocks are incorporated into the level, like with the way you get the dragon coin at the midpoint by making the skeleton fall with the blue blocks. The level is very fun.
On screen 09, it seems like it might be a little extreme to expect the player to know to ride up the thwomp. Maybe if you put some coins towards the top by the thwomp or something.
Also, is the top section with the tunnel of coins actually used for anything? Just curious.
At the big boo boss fight, one of the springboards consistently has half of it missing. Changing the sprite memory header thing doesn't seem to fix the issue either. Maybe you could replace the springboards with noteblocks or something, if possible? Or maybe not. It's a very very minor issue, after all.
EDIT: Oh man it's such a coincidence how me and aterraformer reviewed the same level and almost the same time!!!!
Anyways, I agree with pretty much everything aterraformer said, except for one thing. I honestly really liked the way you got the third dragon coin. In my opinion, it should be left as it is, but he has a much bigger say in it than I do so yep.
Okay, so for the third coin, what if I put a coin trail up as a hint, removed the spiked pillars around the thwomp, and moved the passageway so that you go forward a bit and skip some of the level, instead of having to backtrack?
The springboard thing was brought up already, and if aterraformer and I are correct, it shouldn't be an issue when inserted into the actual JUMP rom with the 'no sprite limit' patch. If it is, I can change the boss.
Now, for the secondary entrance. The trick is, there's a pipe under those two springboards in the boss room. You need to duck into the pipe after killing boo (which removes all sprites) but before the level ends. It's insanely obscure, but I thought it was kinda clever, so instead of making it a secret exit or a dragon coin, I just gave the player some free lives. I wasn't really considering the fact that exits/entrances are a limited resource in a collab, though, so I can just get rid of it, or move the pipe up one tile so that people might actually find it.
Seriously though, thanks for the feedback, both of you! And again, when I'm asking questions about your critiques, I'm not trying to defend my level, just trying to learn!