This level actually looks worth playing, If I can find the space on my computer, and finish judging what I have to judge, then I will record this soon!
Well, I hope you enjoy it because I always like to make hard levels because I don't like easy ones. But recently I try to make them more player friendly, so hopefully they are.
A very nicely designed tank level filled with generators, generators, and more generators.
Design: The design was decent for a tank level. The tanks don't move which is a good thing for this level. If they did, the level would be much harder than it needs to. There are a few generators below restricted jumps which makes it unnecessarily hard to navigate across certain areas. Also there were some parts where there were too many generators in one spot. I would tone it down a bit. There are a few areas where you can glitch through walls. I'm not sure I agree with the whole waiting for bombs to blow up while the level autoscrolls. There was a mass amount of NPC variety which is always nice to see in a level and a plentiful use of background objects. There should be more power-ups in this level to balance out the difficulty and also the power-ups shouldn't all be mushrooms. I would add some fire flowers to this level.
Score 7/10
NPC placement: The NPC placement was decent. I think some coins could be placed in better locations though such as the 2 coins above a hammer generator. I stood on the generator and when I tried to jump up to get the coins, the generator activated and killed me. Also, as previously mentioned, more power-ups and include power-up variety.
Score: 7/10
Atmosphere: You captured the atmosphere perfectly. I didn't see any defective death effects. I didn't see any clash or cutoff. The music was different, but it worked well with the level.
Score: 10/10
Overall Score: 8/10
very nice level, but the difficulty could be toned down quite a bit and movement should be less restricted (not saying the autoscrolling is a problem because it isn't).
Thanks for the Review PROX^^
I already thought that that level might be to hard but I thought there are enough Power Ups.
The Tanks shouldn't move, bcause they were forgotten and no one is there to controll them anymore.
I know there are some places to glitch through but I didn't care about them so much.
Anyway thanks again, I will try to improve next time
Edit: Originally near the end, some of the canons should fire bowsers smb3 flames but they wouldn't appear so i had to use bullet bills again
This level...ugh...please don't make anymore auto-scrolling levels.
You see, objectively, the level was designed fairly well, but the auto-scroll speed is WAY TOO SLOW. Not only does the level take nearly 10 MINUTES to beat, but over 1/3rd of the level is just spent on waiting for the screen to move (and waiting = boring = not fun)! Here's proof:
I know that you made the auto-scroll slow so that the bombs have time to blow up the bricks, and although this is a neat idea in theory, it isn't worth sacrificing the fun factor of the level. By combining the painfully slow auto-scroll (and subsequent lack of a checkpoint) with the legitimately challenging level design, the level becomes extremely tedious; in fact, this is probably the most tedious level I've ever beaten without cheating.
Plus, there's the occasional beginner's trap. If the player moves too far to the right, he/she will get a face-full of Bullet Bill, but if he/she hangs too far back, he/she is met with obstacles like this:
Seriously, how are first-time players supposed to avoid nonsense like this?
Not to mention the fact that if the player dies, he/she is sent all the way back to the beginning. Did you spend 6 minutes playing the level (or, more accurately, 3:45 playing and 2:28 waiting) just to die from a beginner's trap? Too bad, now you have to redo that entire 6 minutes over again just to get back to where you were.
Also, it's unintuitive that the red coins don't do anything when they're all collected, especially since they're in difficult-to-reach locations. Also, while the Ace coins do provide an extra challenge for the player, they're not worth the effort since a tiny mistake will force the player to redo the entire level again.
Summary:
GOOD:
-Graphics aren't terrible.
-Music fits the level well.
-Block placement and NPC placement compliment each other well.
-NPCs have decent variety.
BAD: ---PAINFULLY SLOW AUTO-SCROLL THAT MAKES THE LEVEL MUCH LONGER THAN IT SHOULD BE.
-Making the player wait for bombs to explode.
-Misc. beginner's traps.
In conclusion:
Levels that force the player to wait for any period of time is a huge pet-peeve of mine, so I think I just found my least favorite level. However, I have to admit that if it weren't for the auto-scroll (and the lack of a checkpoint, and making the player wait for bombs to explode), this would have actually been a good level. I'd say this deserves a...3/10.
--EDIT--
Oh, and PROX is right about the power-ups: use more than just mushrooms. It was really disappointing when I finally made it to the first power-up block with the first mushroom only to find out that it's still just a mushroom.
First, thanks for the playthrough, I really appreciate it.
But tank levels are usally connected with some waiting, I mean even the original Nintendo tank and airship levels had some waiting in it.
Originally the autoscroll was even slower but even I thought that that would be too slow.
The red coins are more of an warning for players who are too far to the right, but now I think that didn't worked out as planned.
Also I only placed mushrooms because I don't want the player to be too strong. But there are also not so many npc who could be killed by a fire flower anyway.
IntimFuchtler wrote:But tank levels are usally connected with some waiting, I mean even the original Nintendo tank and airship levels had some waiting in it.
Yeah, but the SMB3 tank levels moved at least a bit faster than this, even disregarding the smaller aspect ratio (also, the levels weren't nearly this long, so the waiting was more bearable).
The key is balance: you need the auto-scroll to be slow enough that first-time players can react to incoming obstacles, but fast enough that the level doesn't devolve into simply waiting on the screen to move. If one of the obstacles requires a slow auto-scroll to be first-time-player-friendly, but the rest of the level suffers for it, it would be best to simply remove the obstacle and either think of something else or just end the level right there.