UNOFFICIAL REVIEW of SUBCON MASQUERADE by andalifbatara
This level was certainly a thing 2: The Reckoning
Design (1.8/10)
I can tell that a lot of effort went into this level, but there are too many design flaws to count. So many, in fact, that I am going to list them instead of doing this normally.
1. The beginning. If you play as Mario, you are supposed to go left and press up on the switch blocks, as there is a door there. I would not have found this without seeing the warp as soon as I loaded the level.
2. There is a pointless text box shortly after that says "SHY GUY EVERYWHERE"
3. The Shy Guy generator after is way too fast, and floods the ground with Shy Guys.
4. Floors that randomly change into spikes. WITH NO INDICATION. This is what the text box (see #2) could have been used for.
5. OK SO YOU HAVE TO RIDE ON THIS HERE PLATFORM AND OOPS A BUNCH OF SPIKES FELL ON YOU OUT OF NOWHERE WITH NO INDICATION NOW YOU DIE HUEHUEHUE. Seriously? This is something that as303298 had pointed out in one of his videos. And even the time it happened to him, there was at least some sort of INDICATION. Again, see #2.
6. As soon as you leave the midpoint section, a Koopa kicks a shell at you that you CANNOT avoid. Did you test this in God Mode?
7. TWO MORE spike traps. One in the middle of the level, and one at the end. These NEED to be removed.
8. Enemies are spammed throught the entire level. They are literally strewn about, very randomly, and the overall placement feels rushed and a bit lazy. Again, did you test this in God Mode?
Sorry if I sounded mean there, but these design flaws were fatal.
At least the level got better towards the end and the switch sections were cool :/
Atmosphere (5.25/10)
This level convinced me that Sednaiur = Best GFX designer. Ever.
This level is full of amazing SMB2 graphics/recolors. I do think that you should have used a remix of the SMB2 songs instead of the original, due to the sheer number of custom graphics. Also, the thing you did with the midpoint was really cool! It didn't fit the level whatsoever, but it looked cool! That aside, all of the slopes and enemy spam and switches didn't really make this feel like an SMB2 level. And there are a bunch of pointless mini doors in the switch sections.
Other Comments: no dragon insignia :(
Overall 3.525/10 (Average)
This level looks like a lot of effort was put into it, but the fatal design flaws RUIN it. These NEED fixing.
Last edited by JupiHornet on Sat Jan 31, 2015 11:10 am, edited 2 times in total.
UNOFFICIAL REVIEW of SUBCON MASQUERADE by andalifbatara
This level was certainly a thing 2: The Reckoning
Design (1.8/10)
I can tell that a lot of effort went into this level, but there are too many design flaws to count. So many, in fact, that I am going to list them instead of doing this normally.
1. The beginning. If you play as Mario, you are supposed to go left and press up on the switch blocks, as there is a door there. I would not have found this without seeing the warp as soon as I loaded the level.
2. There is a pointless text box shortly after that says "SHY GUY EVERYWHERE"
3. The Shy Guy generator after is way too fast, and floods the ground with Shy Guys.
4. Floors that randomly change into spikes. WITH NO INDICATION. This is what the text box (see #2) could have been used for.
5. OK SO YOU HAVE TO RIDE ON THIS HERE PLATFORM AND OOPS A BUNCH OF SPIKES FELL ON YOU OUT OF NOWHERE WITH NO INDICATION NOW YOU DIE HUEHUEHUE. Seriously? This is something that as303298 had pointed out in one of his videos. And even the time it happened to him, there was at least some sort of INDICATION. Again, see #2.
6. As soon as you leave the midpoint section, a Koopa kicks a shell at you that you CANNOT avoid. Did you test this in God Mode?
7. TWO MORE spike traps. One in the middle of the level, and one at the end. These NEED to be removed.
8. Enemies are spammed throught the entire level. They are literally strewn about, very randomly, and the overall placement feels rushed and a bit lazy. Again, did you test this in God Mode?
Sorry if I sounded mean there, but these design flaws were fatal.
At least the level got better towards the end and the switch sections were cool :/
Atmosphere (5.25/10)
This level convinced me that Sednaiur = Best GFX designer. Ever.
This level is full of amazing SMB2 graphics/recolors. I do think that you should have used a remix of the SMB2 songs instead of the original, due to the sheer number of custom graphics. Also, the thing you did with the midpoint was really cool! It didn't fit the level whatsoever, but it looked cool! That aside, all of the slopes and enemy spam and switches didn't really make this feel like an SMB2 level. And there are a bunch of pointless mini doors in the switch sections.
Other Comments: no dragon insignia
Overall 3.525/10 (Average)
This level looks like a lot of effort was put into it, but the fatal design flaws RUIN it. These NEED fixing.
My review in a nutshell.
I couldn't beat the level, might run it in God Mode tomorrow so I can get a real review.
Last edited by bossedit8 on Sun Jan 25, 2015 3:06 pm, edited 1 time in total.
Reason:Spoiler inside the Quote added
You can see how it's still in the air from when it walked off of the slope. I recommend moving the slope a unit to the right and adding a normal block on the end.
-The part where the floor changes into spikes randomly is also glitchy, since if the player is standing on the ground when the spikes appear, he/she will simply be pushed backward. I recommend removing those layers entirely.
-The parts where the player has to go inside a grass dome to hit a switch block are completely pointless. There's no puzzle element to them or anything; all they do is unnecessarily pad the level out. Either remove all of those sections or find a way to make it a puzzle.
Also, there's cutoff with the light and the grass on the right.
-The Cheep-Cheep sprite-swaps (npc-229) have noblockcollision=1, meaning they'll swim through walls as well as outside the water boundary and will fall off-screen as a result.
-The corner block for the pipes here sprite-swaps the Super Metroid upper-right slope block, which can cause the player to get stuck in the pipe due to how SMBX's slope collision works:
-Although the movement for the white squares by the midpoint is neat, the movement of the black squares doesn't really make any sense and just looks awkward.
I'm not going to give this a full review because, like Choco wrote, Turtwig's review basically covers everything I would have mentioned in my review.
For people who reviewed my level :
PLEASE review subcon masquerade fixed version. Thanks!
you can record it if you want.
@choco : ask sednaiur about shy guy replacing koopa. I just using him/her tilesets.
Okay, I just did a quick play-through of the "fixed" version, and it seems like the only difference is the removal of the spike-ceilings and the removal of the cutoff in Section 2; the unavoidable Koopa shell generator (which is just as big of a problem as those spike-ceilings were) still remains unchanged along with all of the other flaws that Turtwig and I mentioned. In fact, I actually came across another flaw:
If the player hits one of the purple or yellow spear-wielding Shy Guys with the Racoon Tail, they turn into Koopa Shells.
When you go to fix your level, you should make sure to fix every flaw pointed out, not just one. Also, if you make your levels using PGE, remember to play-test them in SMBX before releasing them.
YAY! my subcon is the BBBAAADDDEEESSSTTT IN THE WORLDDDDD
forget me
erase me
hate me
lock me
kill me
I want to die!!!
just kidding. Don't care it
about it.....
andialifbatara wrote:
ask sednaiur about shy guy replacing koopa. I just using him/her tilesets.
sorry about bad English and shy guy replacing koopa
the level Is actually both good and bad.
its good because the design is mostly good and some enemy placement is good but its bad because the enemies are spammed, there are almost unavoidable traps triggered by coins (well its almost unavoidable for the first time through)
@crusher169 : wow! thanks for recording it. i'll add this video into my project. (can you give me original link site?)
by the way, you played my original level. it's too hard! I think you played my fixed level......
andialifbatara wrote:@crusher169 : wow! thanks for recording it. i'll add this video into my project. (can you give me original link site?)
by the way, you played my original level. it's too hard! I think you played my fixed level......
andialifbatara wrote:@crusher169 : wow! thanks for recording it. i'll add this video into my project. (can you give me original link site?)
by the way, you played my original level. it's too hard! I think you played my fixed level......