63.25/100.00 points
Scores:
FPzero:
Ryaa:
FrozenQuills:
morsel:
Design: 43/60
Creativity: 22/30
Aesthetics: 6/10
Total: 71/100
Comments:
It feels like you just totally ran out of ideas or time at the very end, because the midpoint is very late into the level and there's only two puzzles left to solve after it. I think there were some interesting ways to make the player chase down a mushroom and keep it until the right time shown off in the level. But there were some weak parts too. The puzzle before the midpoint wasn't really much of a puzzle since you just needed to throw a shell at a couple blocks. I also wish you'd indictated that you needed to keep the shell at the end of the first segment. The level should've been longer with a couple more puzzles before the end. As it is now, I'm left wanting a better conclusion.
Creativity: 22/30
Aesthetics: 6/10
Total: 71/100
Comments:
It feels like you just totally ran out of ideas or time at the very end, because the midpoint is very late into the level and there's only two puzzles left to solve after it. I think there were some interesting ways to make the player chase down a mushroom and keep it until the right time shown off in the level. But there were some weak parts too. The puzzle before the midpoint wasn't really much of a puzzle since you just needed to throw a shell at a couple blocks. I also wish you'd indictated that you needed to keep the shell at the end of the first segment. The level should've been longer with a couple more puzzles before the end. As it is now, I'm left wanting a better conclusion.
Design: 37/60
Creativity: 16/30
Aesthetics: 7/10
Total: 60/100
Review: I didn't have too much fun playing this level. The idea to keep your powerup in order to progress was a neat concept, but I don't think the a lot of the puzzles were as clear as they could have been. Throughout the level there were points where some mechanics were set up in ways where you had a harder time getting through different setups mainly due to them being built to be inconvenient. This is very evident in the first section that you need a koopa shell in. The offscreen thwomp near the end wasn't that good of an idea considering you have no way of knowing that it's there until you get hit by it.
This level needs a bit of work I think. Aesthetically I think it does the job though some things are pretty simple outside of the background. The level design doesn't do too much to ensure that the player has an ultimately fun experience and that should have been the main priority here.
Creativity: 16/30
Aesthetics: 7/10
Total: 60/100
Review: I didn't have too much fun playing this level. The idea to keep your powerup in order to progress was a neat concept, but I don't think the a lot of the puzzles were as clear as they could have been. Throughout the level there were points where some mechanics were set up in ways where you had a harder time getting through different setups mainly due to them being built to be inconvenient. This is very evident in the first section that you need a koopa shell in. The offscreen thwomp near the end wasn't that good of an idea considering you have no way of knowing that it's there until you get hit by it.
This level needs a bit of work I think. Aesthetically I think it does the job though some things are pretty simple outside of the background. The level design doesn't do too much to ensure that the player has an ultimately fun experience and that should have been the main priority here.
-------------------
DESIGN | 41/60
CREATIVITY| 18/30
AESTHETICS| 6/10
TOTAL | 65/100
-------------------
COMMENTS:
dont dont eat the mushroom
Pretty alright! This is a nice take on item puzzle levels. It's easy to understand
and execute and each mushroom puzzle is different.
I feel like it ended too quickly though. Plus, while the puzzles as a whole were
okay, none were especially creative or enjoyable. I just get an okay sense of
satisfaction after each one.
So yeah, this is a typical but sort of interesting level about getting your shrooms.
DESIGN | 41/60
CREATIVITY| 18/30
AESTHETICS| 6/10
TOTAL | 65/100
-------------------
COMMENTS:
dont dont eat the mushroom
Pretty alright! This is a nice take on item puzzle levels. It's easy to understand
and execute and each mushroom puzzle is different.
I feel like it ended too quickly though. Plus, while the puzzles as a whole were
okay, none were especially creative or enjoyable. I just get an okay sense of
satisfaction after each one.
So yeah, this is a typical but sort of interesting level about getting your shrooms.
35
15
7
57/100
This is a very unusual level. I enjoyed how different it was. It picked a theme and stuck to it. There was a part where you could not reset consistently with the rest of the level. Some of the activities were more straightforward than others and could have been developed more. Peculiar fact: If you climb into the turn-block instead of jumping at it, it does not bounce the shell.
15
7
57/100
This is a very unusual level. I enjoyed how different it was. It picked a theme and stuck to it. There was a part where you could not reset consistently with the rest of the level. Some of the activities were more straightforward than others and could have been developed more. Peculiar fact: If you climb into the turn-block instead of jumping at it, it does not bounce the shell.
63.25/100.00 points
Scores:
FPzero:
Ryaa:
FrozenQuills:
morsel:
Design: 48/60
Creativity: 21/30
Aesthetics: 8/10
Total: 77/100
Comments:
While I liked a lot of your mechanical graphics, I did find myself having trouble picking out the green munchers and other spikes from the rest of your graphics. I'm not really sure why, but I definitely took damage to them a lot. Just watch out with your graphical changes in the future and make sure that hazards are clearly defined. When you change a lot of graphics, it can be hard to pick out the dangerous tiles if you're not taking it slowly.
I thought this level was pretty fun. I liked how you created a winding path with the tall level using line guides and platforms. Guided grinders were a good choice for obstacles, as was the cramped level design. It made it so you had to actually take time to avoid enemies and not just immediately jump over them. Plus the slightly vertical nature of the level meant that putting Koopas on platforms that aren't so wide meant you had to time some jumps upwards. I do think you could have done a little bit more with the line guides, since their use was kind of basic, but what you had was a solid start. Lastly, the level isn't super long, but it feels like it's just as long as it needs to be.
Creativity: 21/30
Aesthetics: 8/10
Total: 77/100
Comments:
While I liked a lot of your mechanical graphics, I did find myself having trouble picking out the green munchers and other spikes from the rest of your graphics. I'm not really sure why, but I definitely took damage to them a lot. Just watch out with your graphical changes in the future and make sure that hazards are clearly defined. When you change a lot of graphics, it can be hard to pick out the dangerous tiles if you're not taking it slowly.
I thought this level was pretty fun. I liked how you created a winding path with the tall level using line guides and platforms. Guided grinders were a good choice for obstacles, as was the cramped level design. It made it so you had to actually take time to avoid enemies and not just immediately jump over them. Plus the slightly vertical nature of the level meant that putting Koopas on platforms that aren't so wide meant you had to time some jumps upwards. I do think you could have done a little bit more with the line guides, since their use was kind of basic, but what you had was a solid start. Lastly, the level isn't super long, but it feels like it's just as long as it needs to be.
Design: 29/60
Creativity: 18/30
Aesthetics: 7/10
Total: 54/100
Review: This level frustrates me in such a weird way. It's not hard at all and getting through it is extremely simple. My issue here is that I can tell the creator noticed how creative and new these aesthetics looked and then got way too trigger-happy and just threw them everywhere. It ends up being a huge mess because the graphics are very distracting as a result of this. I think the background is really neat and the tiles themselves are cool but there isn't much of anything in this level that actually makes me have that feeling of joy while and after playing it.
Creativity: 18/30
Aesthetics: 7/10
Total: 54/100
Review: This level frustrates me in such a weird way. It's not hard at all and getting through it is extremely simple. My issue here is that I can tell the creator noticed how creative and new these aesthetics looked and then got way too trigger-happy and just threw them everywhere. It ends up being a huge mess because the graphics are very distracting as a result of this. I think the background is really neat and the tiles themselves are cool but there isn't much of anything in this level that actually makes me have that feeling of joy while and after playing it.
-------------------
DESIGN | 43/60
CREATIVITY| 13/30
AESTHETICS| 9/10
TOTAL | 65/100
-------------------
COMMENTS:
switchback oriented like real mountains
A nice looking but rather standard level. I can tell that the aesthetics are the
focus here, which are nice but could have some of the background objects toned down.
The overall design is fine; there are a few obstacles involving line guides and
some enemies, but unfortunately once you've seen a few of them you've seen the
whole level. However, I do like how the level gets a tiny bit harder after the
midpoint, since the penalty for missing a jump becomes getting hurt or losing a
life instead of being able to try again. It also gets a bit more action-oriented.
While the most memorable part of the level is the aesthetic, the creativity
certainly could have been pushed more.
DESIGN | 43/60
CREATIVITY| 13/30
AESTHETICS| 9/10
TOTAL | 65/100
-------------------
COMMENTS:
switchback oriented like real mountains
A nice looking but rather standard level. I can tell that the aesthetics are the
focus here, which are nice but could have some of the background objects toned down.
The overall design is fine; there are a few obstacles involving line guides and
some enemies, but unfortunately once you've seen a few of them you've seen the
whole level. However, I do like how the level gets a tiny bit harder after the
midpoint, since the penalty for missing a jump becomes getting hurt or losing a
life instead of being able to try again. It also gets a bit more action-oriented.
While the most memorable part of the level is the aesthetic, the creativity
certainly could have been pushed more.
40
10
7
57/100
Probably with more restraint, the decorative elements in this level would have been able to shine more effectively. A lot of the decorations are black. There are also black munchers scattered about. As well as munchers, there are spikes and also a different kind of spike. These, too, are scattered about. It is better to make obstacles out of sprites rather than hurt blocks (the hitboxes are more generous and they are just more interesting). Aside from this, the level uses its space well and places sprites sensibly, even if there is not much to beating the level.
10
7
57/100
Probably with more restraint, the decorative elements in this level would have been able to shine more effectively. A lot of the decorations are black. There are also black munchers scattered about. As well as munchers, there are spikes and also a different kind of spike. These, too, are scattered about. It is better to make obstacles out of sprites rather than hurt blocks (the hitboxes are more generous and they are just more interesting). Aside from this, the level uses its space well and places sprites sensibly, even if there is not much to beating the level.
63.50/100.00 points
Scores:
FPzero:
Ryaa:
FrozenQuills:
morsel:
Design: 44/60
Creativity: 21/30
Aesthetics: 5/10
Total: 70/100
Comments:
This was a fun little race level! I liked how you had to keep a good pace to avoid losing the vine, but it wasn't too difficult to keep up. Tossing throw blocks into holes to make the vine keep going felt good too, since you could chuck them and keep jumping to the next one. Midpoint felt like it was placed a little early but the level is short and fast enough that it really didn't matter too much. I actually think the best race was probably the first one, because you were interacting with the blocks blocking the vine's growth more. The second and third races were more about running around fast to get to the occasional obstacle you had to clear.
I think you could've actually gotten away with having another race in the first half of the level. Making it two races before the midpoint and another two after the midpoint. Basically I'm trying to say that I enjoyed the level quite a bit and wanted more of it. That's a good feeling to have after hitting that goal tape.
Creativity: 21/30
Aesthetics: 5/10
Total: 70/100
Comments:
This was a fun little race level! I liked how you had to keep a good pace to avoid losing the vine, but it wasn't too difficult to keep up. Tossing throw blocks into holes to make the vine keep going felt good too, since you could chuck them and keep jumping to the next one. Midpoint felt like it was placed a little early but the level is short and fast enough that it really didn't matter too much. I actually think the best race was probably the first one, because you were interacting with the blocks blocking the vine's growth more. The second and third races were more about running around fast to get to the occasional obstacle you had to clear.
I think you could've actually gotten away with having another race in the first half of the level. Making it two races before the midpoint and another two after the midpoint. Basically I'm trying to say that I enjoyed the level quite a bit and wanted more of it. That's a good feeling to have after hitting that goal tape.
Design: 42/60
Creativity: 20/30
Aesthetics: 6/10
Total: 68/100
Review:
I love that we're ending off the contest with a level that has no visible name which is pretty funny. For starters, I really love the music choice. The song is pretty energetic which is really nice. Definitely not a fan of having to go that far up in case I accidentally mess up due to not realizing that the first obstacle you see the moment you enter is a time trial. It's not that smart of a design move if the creator's plan was to make the reset doors for these puzzles easy access. Playing the sections was very fun and I'm a little disappointed that the level ends that quickly with how nice the vine setups were. The level being a verticle level really adds to the high speed feeling that you're meant to feel as a player which is a nice touch. I feel that with soem improvements and even additions to the level design, this level could have had a lot more of a shine to it.
Creativity: 20/30
Aesthetics: 6/10
Total: 68/100
Review:
I love that we're ending off the contest with a level that has no visible name which is pretty funny. For starters, I really love the music choice. The song is pretty energetic which is really nice. Definitely not a fan of having to go that far up in case I accidentally mess up due to not realizing that the first obstacle you see the moment you enter is a time trial. It's not that smart of a design move if the creator's plan was to make the reset doors for these puzzles easy access. Playing the sections was very fun and I'm a little disappointed that the level ends that quickly with how nice the vine setups were. The level being a verticle level really adds to the high speed feeling that you're meant to feel as a player which is a nice touch. I feel that with soem improvements and even additions to the level design, this level could have had a lot more of a shine to it.
-------------------
DESIGN | 41/60
CREATIVITY| 18/30
AESTHETICS| 6/10
TOTAL | 65/100
-------------------
COMMENTS:
day at the races
You don't see vine racing often, and this level does it pretty well. The level as a
whole is an athletic racing exercise that is not too hard for the average player,
and it ends up being pretty fun.
The only gripes I have is that it's easy to mess up the ending with the disco
shell. You can easily get trapped bouncing on it in the narrow chute since you have
to jump over it to get the silver p-switch. I also wished this was a bit longer and
more creative in it's obstacles, since right now it's mostly throwing blocks and
jumping over enemies.
Still, this is pretty good as a whole.
DESIGN | 41/60
CREATIVITY| 18/30
AESTHETICS| 6/10
TOTAL | 65/100
-------------------
COMMENTS:
day at the races
You don't see vine racing often, and this level does it pretty well. The level as a
whole is an athletic racing exercise that is not too hard for the average player,
and it ends up being pretty fun.
The only gripes I have is that it's easy to mess up the ending with the disco
shell. You can easily get trapped bouncing on it in the narrow chute since you have
to jump over it to get the silver p-switch. I also wished this was a bit longer and
more creative in it's obstacles, since right now it's mostly throwing blocks and
jumping over enemies.
Still, this is pretty good as a whole.
38
8
5
51/100
A skytree. Generic kaizo (in spirit, not in letter) visits the vanilla contest, instance the second (this one is not as good as the other one as its obstacles are completely stereotyped in this setting). Coins do not reappear upon resetting.
8
5
51/100
A skytree. Generic kaizo (in spirit, not in letter) visits the vanilla contest, instance the second (this one is not as good as the other one as its obstacles are completely stereotyped in this setting). Coins do not reappear upon resetting.
I think maybe I score Manofer's level a little too high for how empty it feels at times. Perhaps a mid-high 60s would have been better than the 71 I gave it.
Also either today or tomorrow marks the halfway point through the contest in terms of entries.