It wasn't dying with green left in the bar, the death trigger was buggy, and causing the bar to refill before the death sequence occurred.Zach808 wrote: ↑5 years ago I'd say the biggest problem was the glitchy stamina bar. I don't know if you always have the same amount of stamina and the bar is just wrong, or if it actually is running out early, but dying with green left in the bar just looks frustrating as hell. It did seem like raocow started getting irritated a lot earlier than usual, and I wouldn't be surprised if that was why.
cldc 2018 - layers
- SAJewers
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Re: i updated this way too late cldc 2018 - mmmmmm
Re: i updated this way too late cldc 2018 - mmmmmm
From my point of view it's not a matter of raocow having a hard time but the level having a gimmick most people are going to find annoying rather than fun combined with some quirks (the gauge actually refilling a little on death making it more confusing, also the complete lack of communication that the two different kinds of munchers behave differently until you've flown into the lava ones and died instantly in an already difficult level) and the gauge draining too quickly so it's going to be even less fun for most people. Especially the second half where the entire thing is fairly difficult and has little to no room for not being perfect. Considering that raocow died over a hundred times in that level despite being good at SMW and in this level wasn't particularly playing poorly I'd say that's a good indicator that it's probably too hard unless you're trying to make a kaizo level.GlitchMr wrote: ↑5 years agoBut I understand people will go "bad level design" after seeing raocow have a hard time with the level. Could it have been a better experience? Sure. But it's not the worst level ever, not even close - I think myself it's really good, it's just that most people here will go by whatever raocow experienced.
Also writing off all criticisms in the thread as "most people are just going to go by what raocow experienced" is really patronizing. There are people who do that but there's just as many who will judge a level on its own merits regardless of raocow's personal experience.
Re: ft029ldc 2018 - stamina
Damn, how bad did the comments section get for this video that raocow had to disable it? O.o
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Re: ft029ldc 2018 - stamina
This might be a huge coincidence, but right now I'm not seeing the comments on any Youtube video at all. It's probably on Google's side.
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Re: ft029ldc 2018 - stamina
I like how my reaction to how long the second level took before even seeing it was thinking "hm, ft or m/m?"
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I was on point!
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Re: ft029ldc 2018 - stamina
i think it's a bad sign when you're designing something solely for difficulty and you insert the difficulty via a tedium mechanic
Re: ft029ldc 2018 - stamina
NIGHTSPACE
Placement: 7
Codename: syrup
Author: Mandew
Exhausted Mario
Placement: 10
Codename: real
Author: ft029
i think i named mandews level syrup cos the player controlled like they were jumping thru syrup. also ft
Placement: 7
Codename: syrup
Author: Mandew
Placement: 10
Codename: real
Author: ft029
Re: ft029ldc 2018 - stamina
What an extremely clever level we had today. I'm really surprised it didn't rank higher. It's so smart!
I had a huge smirk when it got to the part with the moving holes. That's when I thought, "ok, the level is really smart".
I had a huge smirk when it got to the part with the moving holes. That's when I thought, "ok, the level is really smart".
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Re: ft029ldc 2018 - stamina
Yeah, the third part where you summon the fish was my favorite bit.
I'm pretty much ignoring actual placements since almost every level is good enough to be "high ranking"
I'm pretty much ignoring actual placements since almost every level is good enough to be "high ranking"
Re: ft029ldc 2018 - stamina
You can blame me for the low ranking because I didn't have fun with it for being too demanding of the player, even with the infinite lives and instant respawns. I guess I just don't like JUMP-style levels because they usually require the player to perform a series of actions with very little leeway or take damage/die. This level just wore me down after the better part of an hour.
But if nothing else I realized that the level was definitely creative and presented well, so the bulk of my low scoring will be from the Fun category.
Looks like Noivern also didn't rate the level too highly, but you'll have to ask him why that is.
But if nothing else I realized that the level was definitely creative and presented well, so the bulk of my low scoring will be from the Fun category.
Looks like Noivern also didn't rate the level too highly, but you'll have to ask him why that is.
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Re: ft029ldc2 2018 - fish
RAINBOW TROUT
Placement: 19
Codename: fishing
Author: MiracleWater
this level was pretty divisive amongst the jump discord. and by divisive i mean everyone liked it but me. i guess my issue with this is im not sure how i feel about the kaizo ethos bleeding into regular level design - aka the "you can not make a mistake, obstacles can be performed one way and one way only" kind of deal. that & the overlong "utilizing every single idea possible with a single sprite to the point of exhaustion" - which i see more in contests, but the occasional jumphalf level does this too. i dont think this level needs to be three parts even, to me it's tedium at that point.
Placement: 19
Codename: fishing
Author: MiracleWater
Re: ft029ldc 2018 - stamina
I'm not sure what "JUMP style" even means anymore lol. It seems like people refer to the JUMP style has difficult methodical levels with little leeway, but in reality probably only a third of the actual JUMP hack was built in that style. It's more prevalent in JUMP 1/2, but that hack as well has everything from actiony platformers to sprawling complex puzzles to almost-romps.FPzero wrote: ↑5 years ago You can blame me for the low ranking because I didn't have fun with it for being too demanding of the player, even with the infinite lives and instant respawns. I guess I just don't like JUMP-style levels because they usually require the player to perform a series of actions with very little leeway or take damage/die. This level just wore me down after the better part of an hour.
But if nothing else I realized that the level was definitely creative and presented well, so the bulk of my low scoring will be from the Fun category.
Looks like Noivern also didn't rate the level too highly, but you'll have to ask him why that is.
Level today was super great though. It is methodical, so I understand why two of the judges didn't have as much fun, but I personally really like levels like this. I also really appreciate the extremely high level of creativity shown in the level, along with all the really cool ways that small ASM edits could affect the trouter (an otherwise fairly simple sprite).
edit: got ninja'd by idol so to address that point: during JUMP the kaizo ethos hadn't really been fused into regular design so the only levels that had no leeway were like super tough Morsel levels, which were insanely hard but not exactly methodical/kaizo. I mean yeah, you have Pixel Perfect lol. But as the years went on more people joined the team who came from a Kaizo background, and they started getting into non-kaizo hacking, and eventually they made normal levels too (and I'm one of those people haha). The kaizo mentality stuck a bit even if the levels aren't hard. The funny thing is, the "do or die" ethos didn't even originate from Kaizo Mario World (the original). That hack surprisingly gave you a lot of leeway and freedom of action. It was mostly the trend towards Kaizo-Hard, partly inspired by Cool|Cruel, partly inspired by Sokobansolver hacks, that created an ethos of methodical design.
Last edited by gbreeze 5 years ago, edited 1 time in total.
Re: ft029ldc 2018 - stamina
I tend to conflate this style of level design where creativity of ideas is usually the central focus with JUMP, since that was one of the hack's selling points and people tend to use the term when they describe creativity-focused levels these days. But I think idol did a better job of explaining why I didn't have very much fun much better than I did. The very small room for error, exploring every possible angle for the theme, all while having high difficulty all around... That's the sort of thing I find myself disliking more and more. Creativity is good, but sometimes you can have a bit too much of it, to the detriment of the overall level, and I think that's what happened here.gbreeze wrote: ↑5 years ago I'm not sure what "JUMP style" even means anymore lol. It seems like people refer to the JUMP style has difficult methodical levels with little leeway, but in reality probably only a third of the actual JUMP hack was built in that style. It's more prevalent in JUMP 1/2, but that hack as well has everything from actiony platformers to sprawling complex puzzles to almost-romps.
Level today was super great though. It is methodical, so I understand why two of the judges didn't have as much fun, but I personally really like levels like this. I also really appreciate the extremely high level of creativity shown in the level, along with all the really cool ways that small ASM edits could affect the trouter (an otherwise fairly simple sprite).
Re: ft029ldc 2018 - stamina
Yeah, and I totally understand that. You can see my edited post above for why exactly that came about from the JUMP "tradition". I think that, in order to really like these levels, you have to be really into them, or else they could become tiresome. I don't always play levels purely out of the enjoyment factor alone; often, it's a combination of the "challenge-accepted" feeling of playing a super hard level, combined with the feeling that I'm experiencing the author's creative process firsthand. Especially with Morsel levels (which are again, not very methodical compared to levels nowadays), I actually enjoy getting trolled by him cause it becomes a very entertaining game, almost a battle of wits and perserverance, between author and player. I also admit that I appreciate the concept of "creative showcasing" which ft described at one point, which is where a certain setup is very satisfying not to perform per say, but to mull over and consider its creation. It's almost the difference between loving a building for it's amazing and creative architecture, or loving a building because it's a good and comfortable home.FPzero wrote: ↑5 years agoI tend to conflate this style of level design where creativity of ideas is usually the central focus with JUMP, since that was one of the hack's selling points and people tend to use the term when they describe creativity-focused levels these days. But I think idol did a better job of explaining why I didn't have very much fun much better than I did. The very small room for error, exploring every possible angle for the theme, all while having high difficulty all around... That's the sort of thing I find myself disliking more and more. Creativity is good, but sometimes you can have a bit too much of it, to the detriment of the overall level, and I think that's what happened here.gbreeze wrote: ↑5 years ago I'm not sure what "JUMP style" even means anymore lol. It seems like people refer to the JUMP style has difficult methodical levels with little leeway, but in reality probably only a third of the actual JUMP hack was built in that style. It's more prevalent in JUMP 1/2, but that hack as well has everything from actiony platformers to sprawling complex puzzles to almost-romps.
Level today was super great though. It is methodical, so I understand why two of the judges didn't have as much fun, but I personally really like levels like this. I also really appreciate the extremely high level of creativity shown in the level, along with all the really cool ways that small ASM edits could affect the trouter (an otherwise fairly simple sprite).
As for the "JUMP" ethos of creativity, play any worldpeace level and you'll find that immense creativity and methodical design are not mutually inclusive. I disagree with the notion of having "too much creativity" cause creativity doesn't exist within the constraints of super methodical kaizo-like ethos. As with a majority of levels in JUMP, an extremely high degree of leeway is given in your movement and range of outcomes. This doesn't mean the level is fair or easy (see: Depraved Stronghold). But Depraved is a lot less methodical than RAINBOW TROUT.
edit: I will add though that this level is also very fun for me to perform/play, and I think that not everyone will get the same experience.
Last edited by gbreeze 5 years ago, edited 1 time in total.
Re: ft029ldc2 2018 - fish
This was actually Morsel's entry, it's just that for some reason it was spelled MiracleWater.
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Re: ft029ldc2 2018 - fish
As someone who A) doesn't generally keep up with the design sensibilities of recurring SMW-oriented creators to the extent most folks here do, and B) is becoming increasingly self-conscious of his overuse of "as someone who" qualifiers followed by "it's fascinating to see" comments, it's fascinating to see how "JUMP style" has become a design shorthand in the SMW scene similar to "kaizo".
When fans of JUMP use the term I get the impression they're implying not just relative challenge and creativity but also a focus around a specific central gimmick/mechanic as well as a certain degree of ASM shenanigans in service of the design, like the tweaks gbreeze pointed out. Meanwhile JUMP's detractors seem to use it in more of the sense of unforgiving design with fancy window dressing. Like, I guess more artpiece- than entertainment-oriented design -- the level is built more around making for impressive perfect runs than to be suitably playable, entertaining, and/or challenging for most folks.
Actually, now that I think about it, that kinda explains some stuff... stuff that I won't quite get into here because I'm taking too long to type this up as it is, but, uh, yeah. RAINBOW TROUT definitely succeeds as an artpiece level. What do you call that aesthetic, chillwave? Retro pop? I need to brush up on my 80's-esque art movements...
EDIT: aaaand it looks like in the time it took me to write this stuff others said the same stuff in a much more in-depth and eloquent manner
When fans of JUMP use the term I get the impression they're implying not just relative challenge and creativity but also a focus around a specific central gimmick/mechanic as well as a certain degree of ASM shenanigans in service of the design, like the tweaks gbreeze pointed out. Meanwhile JUMP's detractors seem to use it in more of the sense of unforgiving design with fancy window dressing. Like, I guess more artpiece- than entertainment-oriented design -- the level is built more around making for impressive perfect runs than to be suitably playable, entertaining, and/or challenging for most folks.
Actually, now that I think about it, that kinda explains some stuff... stuff that I won't quite get into here because I'm taking too long to type this up as it is, but, uh, yeah. RAINBOW TROUT definitely succeeds as an artpiece level. What do you call that aesthetic, chillwave? Retro pop? I need to brush up on my 80's-esque art movements...
EDIT: aaaand it looks like in the time it took me to write this stuff others said the same stuff in a much more in-depth and eloquent manner
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- Kilgamayan
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Re: ft029ldc2 2018 - fish
That level was cute as shit in every way.
I think the low ranking is more commentary on the overall quality of entries than on the level itself. It was a good, creative level that had clear shortcomings as opposed to a shitty level or a level with good ideas but bad execution.
That being said, I do find it very surprising that this level placed 9 spots below Exhausted Mario when I feel the only major difference between the two levels (in terms of judging pros and cons) is that Rainbow Trout gave you ample time to suss things out and Exhausted Mario didn't.
I think the low ranking is more commentary on the overall quality of entries than on the level itself. It was a good, creative level that had clear shortcomings as opposed to a shitty level or a level with good ideas but bad execution.
That being said, I do find it very surprising that this level placed 9 spots below Exhausted Mario when I feel the only major difference between the two levels (in terms of judging pros and cons) is that Rainbow Trout gave you ample time to suss things out and Exhausted Mario didn't.
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Re: ft029ldc2 2018 - fish
Trout was also three sections long compared to Exhausted's two. And Trout had a lot fewer power-ups than Exhausted. The judges called out both of these factors in their ratings for Trout.Kilgamayan wrote: ↑5 years ago That being said, I do find it very surprising that this level placed 9 spots below Exhausted Mario when I feel the only major difference between the two levels (in terms of judging pros and cons) is that Rainbow Trout gave you ample time to suss things out and Exhausted Mario didn't.
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Re: ft029ldc2 2018 - fish
The comparative wealth of powerups isn't really a point in Exhausted's favor when the exhaustion gimmick is based around instadeath, though.
I also feel like the individual lengths of the two Exhausted sections were longer than the individual lengths of the three Trout sections, but that could just be video length bias.
I also feel like the individual lengths of the two Exhausted sections were longer than the individual lengths of the three Trout sections, but that could just be video length bias.
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Re: ft029ldc2 2018 - fish
exhausted definitely should've been 20 or below if this was 19
trout was nice but probably could've used two or three extra checkpoints
trout was nice but probably could've used two or three extra checkpoints
Re: ft029ldc 2018 - stamina
With Exhausted for me at least, I genuinely liked the first half of the level and tried to make sure to make my score reflected that. With Rainbow Trout, I didn't have that same feeling from the start. I thought it was cute to begin with, not too bad for difficulty but still challenging. But then it kept going and introducing new variations on the mechanic in progressively harder ways and it just became too much for me.
This drive for accessibility in my own projects does color my judgments of level difficulty even if I know the level isn't something a hacks newcomer will start playing randomly. Easier levels will probably score better if I'm judging because I can more calmly enjoy what I'm doing. There are always exceptions of course, but this is the trend I've noticed.
It's interesting to read your perspective on JUMP ethos. I will agree with you that JUMP creativity and high difficulty are not always linked. I loved worldpeace's VLDC9 level so much when I did my playthrough. It was the right level of challenging, yet lenient and I'd love to see more of that in contest levels instead of the more performance gauntlet style of levels I've rated lower in this contest.
A lot of it is also my personal biases. I've never been the challenge designer when I do romhacks, usually shooting for a low difficulty that would be theoretically accessible to anyone who's never played a hack before. That mentality comes from the days of smashing my head against hard Super Metroid hacks back when the only ones that existed were all hard challenge hacks that required knowledge of glitch abuse or upgrade-deprivation challenges. Sure I got better at them, but I only stuck with them because I love that game and these hard hacks were all that existed. And I still can't really recommend any SM hacks to friends looking to try one out because although the hacks are easier these days, they're still usually at a level beyond what someone who's only casually played Super Metroid can beat. It's a "romhacks for romhackers only" paradox.gbreeze wrote: ↑5 years ago Yeah, and I totally understand that. You can see my edited post above for why exactly that came about from the JUMP "tradition". I think that, in order to really like these levels, you have to be really into them, or else they could become tiresome. I don't always play levels purely out of the enjoyment factor alone; often, it's a combination of the "challenge-accepted" feeling of playing a super hard level, combined with the feeling that I'm experiencing the author's creative process firsthand. Especially with Morsel levels (which are again, not very methodical compared to levels nowadays), I actually enjoy getting trolled by him cause it becomes a very entertaining game, almost a battle of wits and perserverance, between author and player. I also admit that I appreciate the concept of "creative showcasing" which ft described at one point, which is where a certain setup is very satisfying not to perform per say, but to mull over and consider its creation. It's almost the difference between loving a building for it's amazing and creative architecture, or loving a building because it's a good and comfortable home.
As for the "JUMP" ethos of creativity, play any worldpeace level and you'll find that immense creativity and methodical design are not mutually inclusive. I disagree with the notion of having "too much creativity" cause creativity doesn't exist within the constraints of super methodical kaizo-like ethos. As with a majority of levels in JUMP, an extremely high degree of leeway is given in your movement and range of outcomes. This doesn't mean the level is fair or easy (see: Depraved Stronghold). But Depraved is a lot less methodical than RAINBOW TROUT.
edit: I will add though that this level is also very fun for me to perform/play, and I think that not everyone will get the same experience.
This drive for accessibility in my own projects does color my judgments of level difficulty even if I know the level isn't something a hacks newcomer will start playing randomly. Easier levels will probably score better if I'm judging because I can more calmly enjoy what I'm doing. There are always exceptions of course, but this is the trend I've noticed.
It's interesting to read your perspective on JUMP ethos. I will agree with you that JUMP creativity and high difficulty are not always linked. I loved worldpeace's VLDC9 level so much when I did my playthrough. It was the right level of challenging, yet lenient and I'd love to see more of that in contest levels instead of the more performance gauntlet style of levels I've rated lower in this contest.
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Re: ft029ldc2 2018 - fish
I felt like each of the three sections was worth existing but that each of them could've been a fee obstacles shorter each as well
i've honestly never played a video game in my life
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Re: ft029ldc2 2018 - fish
fp i fully forgive you for what happened to my OLDC because i agree with basically everything you're saying in these judgings!
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