Ultimate Bowser battle

They're not that bad, but they're not that good either.

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DimitrisPowerSeven
Volcano Lotus
Volcano Lotus
Posts: 519
Joined: Sun Apr 06, 2014 8:56 am

Ultimate Bowser battle

Postby DimitrisPowerSeven » Thu Jun 19, 2014 8:51 am

It's just a Bowser battle that i made nothing special.

Screen:
Spoiler: show
Image
Download:http://www.mediafire.com/download/o1e0v ... battle.zip
Last edited by DimitrisPowerSeven on Mon Jun 30, 2014 2:27 am, edited 13 times in total.

Schm2000
Koopa
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Posts: 16
Joined: Mon May 19, 2014 7:49 pm
Contact:

Re: Ultimate Bowser battle

Postby Schm2000 » Thu Jun 19, 2014 8:56 am

My computer won't let me be able to see the screenshot there, so can you maybe re-do it incase others can't see it?

DimitrisPowerSeven
Volcano Lotus
Volcano Lotus
Posts: 519
Joined: Sun Apr 06, 2014 8:56 am

Re: Ultimate Bowser battle

Postby DimitrisPowerSeven » Thu Jun 19, 2014 9:11 am

I thought only to my does show the screenshot but i will fix it

RoundPiplup
Dolphin
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Re: Ultimate Bowser battle

Postby RoundPiplup » Thu Jun 19, 2014 9:12 am

Schm2000 wrote:My computer won't let me be able to see the screenshot there, so can you maybe re-do it incase others can't see it?
Me too, I can't see it.

Imaynotbehere4long
Boomerang Bro
Boomerang Bro
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Re: Ultimate Bowser battle

Postby Imaynotbehere4long » Fri Nov 07, 2014 2:27 pm

No opening statement this time; I'm going straight to my review:

So, the level begins with Bowser's usual taunting of the player, but you can tell that all of his evil schemes are beginning to take their toll on him because even his laughter is concluded with a period. After that, the boss theme begins to play, and !s cover the platform that the player is standing on. When I saw that, I thought that something was going to happen to the entire platform because the !s are only two units apart from each other, but no, I got shot by lava lasers. I recommend making the horizontal lasers shoot first since those lasers won't kill first time players and will also let them know that the !s indicate that lasers will fire in those areas.

Not long after that, there's a part where a platform appears above the center of the main platform, and lasers are about to shoot in such a large quantity that the player has to jump on the new platform, then jump again to avoid the lasers, but isn't given any extra time to react to this. I recommend having the bottom lasers shoot first, but remain there until after the top lasers shoot. Immediately after that, however, the lasers and the new platform disappear, then a Roto-disc appears without warning in such a way that it ends up right under where the center of the platform was as the player begins to fall from his/her previous jump, and it ends up killing the player. That's a big problem with how you structured your events: there are too many hazards that don't have any warning, and most of the ones that do barely have enough warning. Another example would be when the fire-bar suddenly grows to the point where the player needs to use a spring to avoid it; there's no indication that that will happen, and there isn't enough time to react to it if the player isn't expecting it.

Now, your generators. You have them indicated by vanilla background objects, but you use the same background to indicate a variety of generators, as well as the Volcano Lotus. I got killed by the spiny-shell generators simply because I didn't know what was going to happen. I recommend that you keep the Volcano Lotus' indicators the same (though I'd rather you have it sprite swap the Volcano Lotus with nohurt=1 so that it indicates when it's about to shoot), but change the projectile generators to sprite swaps of whatever NPC will be generated, as well as an arrow indicating which direction it will be generated. Although the generator for npc-36 isn't positioned in such a way as to kill first time players, I recommend that you sprite-swap that generator's indicator as well so that the others have an obvious precedent. Also, the spiny-shell generators are active for too long; I got bored just jumping over them and letting them kill themselves while waiting for the next event to activate.

Finally, after all of that, a flamethrower appears, and the events loop. Now, I wouldn't mind this so much, but you used LunaDLL to give the Mother Brain sprite swap one hundred extra HP.
One.
Hundred.
Extra.
HP.

NO! Bad DimitrisPowerSeven! You shouldn't force the player to avoid a series of event hazards, then force the player to juggle avoiding those same events with attacking a 110HP boss! My problem isn't that you gave the boss an insane amount of HP, or even that you force the player to wait before being able to attack it; my problem is that you did BOTH. I'm sure that if you had the flamethrower active from the start, and maybe reduced the boss's HP by 30, or 50, you would have a pretty good boss fight where the player has to balance attacking the boss with avoiding the event hazards, but as it stands now, it's too tedious to be truly enjoyable.

In conclusion:
While I commend your effort to make a not-a-cheap-sprite-swap-boss, there are too many hazards that just appear without warning, as well as having to wait to fight a boss with an insane amount of HP. Remember that just because you know what will happen, other players won't know what will happen, and you need to design your bosses accordingly. If this were the final boss in an episode, where these events had some sort of precedence, it probably wouldn't be as bad, but on its own, I'd say this deserves a 5/10.


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