Welcome to my level thread! These could all coexist in an episode so I'm putting them in the order that the player of said never to be finished episode would play them. Enjoy!
A very enjoyable level overall! The graphics synergize incredibly well, the difficulty starts ramping up as the levels goes by, yet doesn't make it unfair, the music choice was very good (at first I thought it was going to be weird hearing the factory music in a jungle castle, but it surprisingly fits quite well haha), and the boss was fitting as well, though a bit easy when taking into consideration the rest of the level. If you could make it have a second form of some sorts, that'd be totally delightful. And that reference was quite cool as well lol
Keep up the great work, Erik, what a good level this was!
Did you convert the music to .oggs since I last played it yesterday? My download link in my video has them converted to .oggs; just not sure if I saved the .lvlx file before zipping and uploading.
Difficulty 0.5MD
The level had a few Hammer Brothers around the level and Scuttle bugs over poison and note blocks did add up. Often times, the Chasing AI of the Koopas on the Paddle Wheel also often caused issues. Not much else of the level adds to the difficulty though.
ContestDesign: 37/50 Creativity: 19/30 Visuals: 14/20 (70/100)
The level is quite fun and first use of Paddle Wheels with line guides I have seen in SMBX so far. The Goomba falling section near the end had an interesting flair and provided a nice final challenge as well. The level might be in due of a third/fourth checkpoint as well for a blind play-though, but not an overly important thing however. The boss was interesting, even if it is breakable with Toad or Peach. (Mario and Luigi can also pull it off with enough time and patience.) The Scuttle Bugs have a tendency to turn around at weird points, but I do not think that is the levels fault, but still makes some points awkward if you are too slow. The use of the Poison also is a nice tone as well that plays in with the visuals nicely. I just do not think Fear Factory works here.
I think I would give this a B+ tier. (Some might call this an A-)
A very enjoyable level overall! The graphics synergize incredibly well, the difficulty starts ramping up as the levels goes by, yet doesn't make it unfair, the music choice was very good (at first I thought it was going to be weird hearing the factory music in a jungle castle, but it surprisingly fits quite well haha), and the boss was fitting as well, though a bit easy when taking into consideration the rest of the level. If you could make it have a second form of some sorts, that'd be totally delightful. And that reference was quite cool as well lol
Keep up the great work, Erik, what a good level this was!
Thanks man! Been a while since I've made anything at all so I'm glad it turned out the way it did! Especially considering I've put out abominations like Ludwig's Malevolent Palace in the past xD. Glad you enjoyed!
MECHDRAGON777 wrote:
Did you convert the music to .oggs since I last played it yesterday? My download link in my video has them converted to .oggs; just not sure if I saved the .lvlx file before zipping and uploading.
Difficulty 0.5MD
The level had a few Hammer Brothers around the level and Scuttle bugs over poison and note blocks did add up. Often times, the Chasing AI of the Koopas on the Paddle Wheel also often caused issues. Not much else of the level adds to the difficulty though.
ContestDesign: 37/50 Creativity: 19/30 Visuals: 14/20 (70/100)
The level is quite fun and first use of Paddle Wheels with line guides I have seen in SMBX so far. The Goomba falling section near the end had an interesting flair and provided a nice final challenge as well. The level might be in due of a third/fourth checkpoint as well for a blind play-though, but not an overly important thing however. The boss was interesting, even if it is breakable with Toad or Peach. (Mario and Luigi can also pull it off with enough time and patience.) The Scuttle Bugs have a tendency to turn around at weird points, but I do not think that is the levels fault, but still makes some points awkward if you are too slow. The use of the Poison also is a nice tone as well that plays in with the visuals nicely. I just do not think Fear Factory works here.
I think I would give this a B+ tier. (Some might call this an A-)
Thanks for the review man! I have to admit I haven't tested the level with Toad, Peach or Link, but yeah breaking the boss isn't all that hard. As for the music, it kinda works in my head haha.
ShadowStarX wrote:
Wow, you haven't made a level in a while!
This is quite nice for a comeback... I'm hoping to see further improvements on your end!
Indeed I haven't! Quite happy it didn't turn out such an abomination as Ludwig's Malevolent Palace =P
Indeed I haven't! Quite happy it didn't turn out such an abomination as Ludwig's Malevolent Palace =P
At least Mechdragon would've had an easy time doing a coinless run on it.
No, I would not. That level has no power-ups, checkpoint, or coins. Beating that level coinless still requires beating a 40 layer Ludwig over SMB3 Bowser and the entire level in one go damageless... (Checkpoints mentioned only since they inherently they give a mushroom.)
Difficulty 0.4 MD (4 dMD)
The real difficulty comes from trying to get the star coins with skewers without knowing how to do them. The first one is best done by just throwing a red shell or just plan killing the fire brother first. The second one is just knowing to be penitent; patience is not required, just makes it easier. The third one is just knowing to turn back around after you jump down. The Sledge brothers are also a reason for concern for the player. Being stun-locked is not fun. Though here is a question; why are the burners done in a way where they are of no threat to the player? Not much plays into difficulty though.
Contest Design: 42 Creativity: 23 Aesthetics: 18 (83/100)
This level was GREAT and I liked the use of the brothers. They seem to be more prone to throwing things from the past so that is a nice turn of events. (Either that or the Skewers add just enough wait time to make them a threat.) This was a great balance of the two. The star coins were also balanced nicely, though the waiting of that one skewer needed to get that one star coins is a bit meh. As the level advances, you even introduce Sledge brothers which reminds me why I hated world 4 of the original SMB3. It provides a nice fair challenge. When it comes to the SMB3 Bowser fight, I am glad you made it three hits before each survival set, but the invisible walls on the sides are a tad unfair if one attempted to get Roy to jump in the pit, then you end up with an unfair hit since the wall is invisible. A better way might make the walls crumble away and have spikes on the wall that crumbles away? I have to question why the burners were not used more than they were; sure, they are not a threat to the player in their only appearance, but still feels odd to have them and not use them. Could have spiced up the boss fight a little bit. Speaking of which, if you are not aware of that Roy spawns on the bridges, then it could lead to an unfair hit or even an unfair death if you do not have a power-up.
Difficulty 0.4 MD (4 dMD)
The real difficulty comes from trying to get the star coins with skewers without knowing how to do them. The first one is best done by just throwing a red shell or just plan killing the fire brother first. The second one is just knowing to be penitent; patience is not required, just makes it easier. The third one is just knowing to turn back around after you jump down. The Sledge brothers are also a reason for concern for the player. Being stun-locked is not fun. Though here is a question; why are the burners done in a way where they are of no threat to the player? Not much plays into difficulty though.
Contest Design: 42 Creativity: 23 Aesthetics: 18 (83/100)
This level was GREAT and I liked the use of the brothers. They seem to be more prone to throwing things from the past so that is a nice turn of events. (Either that or the Skewers add just enough wait time to make them a threat.) This was a great balance of the two. The star coins were also balanced nicely, though the waiting of that one skewer needed to get that one star coins is a bit meh. As the level advances, you even introduce Sledge brothers which reminds me why I hated world 4 of the original SMB3. It provides a nice fair challenge. When it comes to the SMB3 Bowser fight, I am glad you made it three hits before each survival set, but the invisible walls on the sides are a tad unfair if one attempted to get Roy to jump in the pit, then you end up with an unfair hit since the wall is invisible. A better way might make the walls crumble away and have spikes on the wall that crumbles away? I have to question why the burners were not used more than they were; sure, they are not a threat to the player in their only appearance, but still feels odd to have them and not use them. Could have spiced up the boss fight a little bit. Speaking of which, if you are not aware of that Roy spawns on the bridges, then it could lead to an unfair hit or even an unfair death if you do not have a power-up.
Thanks for the review man! I actually though about removing the burners too, but didn't pay further attention to actually doing it haha. As for the boss, I'm pretty new to making bosses that are not the vanilla AI with Bowser statues in the arena so there's probably room for a lot of improvement in that.
That was a pretty enjoyable level overall. Definitely easier than Iggy's Venomous Fortress, but still has a good level of challenge to it. The star coins were fun to get too. However, the boss suffers the same fate as Iggy, that being is that Roy is really easy compared to the rest of the level. Still a fun level, though. I quite liked it.
That was a pretty enjoyable level overall. Definitely easier than Iggy's Venomous Fortress, but still has a good level of challenge to it. The star coins were fun to get too. However, the boss suffers the same fate as Iggy, that being is that Roy is really easy compared to the rest of the level. Still a fun level, though. I quite liked it.
Thanks man! I might improve the bosses later on to make them a bit more challenging.
First off, I want to thank you for making a snake block level that isn’t a snooze fest. Instead of using them for their original intended purpose, which was transportation (which is very boring and slow), you instead opted to allow them to be used as ever-shifting platforms, which I really enjoyed. The level has a great sense of difficulty progression and the star coins offer up a good challenge, however I was rather put off by how the snake blocks became static on put on line guides at one point in the level. At that point, they’re just platforms on line guides, and not the cool gimmick you introduced earlier. Though, I’m glad there is at least a return to form towards the end.
The boss fight was also much better than I was expecting! I really thought it would just be a reskin of Larry, but I was very wrong. You actually used Ludwig’s attributes seen in the official games to create this fight, and it looks like it was created solely with layers and events! It seemed so smooth that I barely even noticed.
Overall, the level is quite decent and I had fun with it.
8/10
P.S. - The boss fight room is missing its music file. Might wanna update the download with a fix for that.
First off, I want to thank you for making a snake block level that isn’t a snooze fest. Instead of using them for their original intended purpose, which was transportation (which is very boring and slow), you instead opted to allow them to be used as ever-shifting platforms, which I really enjoyed. The level has a great sense of difficulty progression and the star coins offer up a good challenge, however I was rather put off by how the snake blocks became static on put on line guides at one point in the level. At that point, they’re just platforms on line guides, and not the cool gimmick you introduced earlier. Though, I’m glad there is at least a return to form towards the end.
The boss fight was also much better than I was expecting! I really thought it would just be a reskin of Larry, but I was very wrong. You actually used Ludwig’s attributes seen in the official games to create this fight, and it looks like it was created solely with layers and events! It seemed so smooth that I barely even noticed.
Overall, the level is quite decent and I had fun with it.
8/10
P.S. - The boss fight room is missing its music file. Might wanna update the download with a fix for that.
Thanks for the review man! Really appreciate it. And thanks for pointing out the issue with the music, that should be fixed now.