No, I'm not really back, i'm just post some old levels because imma bored rn.
Welcome to my wolf cave of levels! Here you can ealk around the cave and play all my levels from 2014 until now. Feedback is appreciated PS : Sorry if the level has switch blocks. You know i was a fan of switch blocks, but now i'm not.
2014 levels (Warning : Crappy levels):
Light Blue Mountainshrooms
8.5/10 too much GREEN. No seriously, literally every NPC is now GREEN, and this makes it hard to see them sometimes against the GREEN background and the GREEN BGO. What bothers me the most is that you made the fireballs GREEN because why not. This made them hard to see against the background and BGO, which is worse considering they are projectiles. Abundance of GREEN aside, this was a pretty nice level. The water appearing and disappearing gimmick was pretty cool towards the end, and the way you made it transition smoothly was nice. The second pipe elevator in the last section basically trapping the player if they fall down after raising it is a design flaw, and could be fixed by removing the hole to the lower area after the pipe elevator. The level was pretty nice, but next time please cut down on the GREEN.
bossedit8 (8.0/10)
Lovely forest type level with variety, nice designed areas and several gimmicks to spice it up. Everything was a relatively nice designed but sometimes I find your enemy placements rather annoying to deal with especially unreachable enemies but still be able to attack you... since the flames are green they can be difficult to see at times since the level is also mostly green based. I don't like that once you defeat the platform that replaces a "ripper" that you can get stuck there... at leadt make sure that once you defeat it, make standable platforms appear so you won't get stuck there anymore that easily. Other than that I liked this level and good secrets involved.
Chad (8.0/10)
This is a great level! It has a really mystical feel to it, with a lot of variation in the design and hazards. I especially like the climbing areas and those where you have to avoid Munchers, and the way Section 2's path overlaps itself and reuses the elevator is clever. You also make great use of the floating water, and the expanding/contracting effect you gave it is not just visually impressive, but functions well as its own gimmick. I wish that was used in more places. However, I don't like the moving spike platforms. If the level's progression is strongly reliant on that in some spots, making it something you can kill with a thrown object is way too fragile. I don't understand why you didn't just use a moving layer. Also, the first one makes you wait a long time if you miss it. The visuals, though really nice as a whole, are confusing at points. The sizables are nearly identical to the ground, and the green fireballs blend in with everything, making it really easy to get hit from something you couldn't see. The second star is also poorly placed, because players are given no reason to check a previous area. It felt like there wasn't thought put into its placement beyond that it'd be somewhere unexpected.
Quill (7.3/10)
The atmosphere here was super nice. I wish there was less "hit the thing and go back as something new is there" as this is a common theme in the level and it gets pretty boring after a while. The overall design was fairly good, so good job with that. The level doesn't really have too many flaws, it just needs that extra mile to make it really outstanding.
Valtteri (7.5/10)
This is a cool forest level. I appreciate the in-dept instructions throughout the level but you shouldn't have to explain things like hitting switches to the player.
I really adore the design in this level. The jagged construction makes the level seem like it was all cut from one big glacier, and the use of detail is excellent. The slope-based platforming is intriguingly tricky, exploration is heavy but not excessive, enemies are nicely arranged, and there are a lot creative cinematic events that happen on the fly to make the level change around you. Launching arrows and floating water are implemented cleverly as well, as well as occasional switch that's not too out of the way.' However, I didn't care much for how the difficulty just before the midpoint was handled. The Toothy segment is made excessively difficult by the overabundance of unbreakable blocks, which make it difficult to move and predict not only when exactly some enemies will be freed, but how they will interact with the surrounding solid blocks especially when all this is within range of a fire Piranha. The Springboard/Muncher section is also an unnecessary difficulty increase that doesn't even remain for the rest of the level, it just gives me an unexpected death due to precision failure in a spot where the midpoint is practically within sight. Other than that, great level. Runs on a tiny bit long, but not too much.
ElTipsta (8.5/10)
This is a really atmospheric ice level that has clearly had a lot of work put unto it, judging by the multiple tilesets and BGOs. It helps to make the level really fun to play thanks to it's mostly easy difficulty. There are overworld and underground sections each with their own gimmicks giving each part it's own feel. I wasn't a fan of the usage of switch blocks when removing the green one would hacve been fine as well as changing the other ones to events. It's all about psychology, see? (and not getting heavily marked down by Quill) Nice level otherwise though.
Quill (7.8/10)
I enjoyed the variety in this level. The different parts of the water rising and descending was especially interesting. Most of these cool little gimmicks were kinda underused though. Once you saw them once, that was kinda it. The variety in design overall helped keep this level fresh and it was entertaining.
Shinbison-Kof (8.0/10)
It's so cold...This level has a nice atmosphere with a nice transition from the cave to the exterior. The level design is pretty interesting. There are exploratory elements and I like the secrets. Sometimes the running back and forth for the switches gets exhausting. Some short cuts would be nice. The gimmicks were very well done. I like the way the moving blocks and water appear. Some parts are cramped, especially in the cave. I don't like the red coins because when you catch one water appears in one place and disappears elsewhere and I die because of the crampedness. Some other parts are annoying annoying too with the water platforms and npcs that are difficult to dodge. The npc placement is ok except for the Venus Fire Traps which were annoying as you couldn't kill them. This level was a bit long. Overall, a good ice level.
Valtteri (7.0/10)
This is a cool ice level. It's exciting and pretty to watch too, although the decorations go maybe a little over the top. The path goes all over the level which brings great variation and the enemy placement is well thought out. The level is really busy with moving layers and flying water. The paths that appear upon approaching are a nice touch although they're getting pretty common among levels these days. I find the "balanced" water pillars fascinating. You know, the ones where one pillar would fall and another would rise simultaneously. They served no purpose at all but they looked really cool despite the clunkiness. The background ice blocks are kind of weird. They're just black ice.
Bossedit8 - 8.75
I like that level. Woods in the sky with a decent amount of moving platform variety going on. Enemies were alrightly placed throughout the level and the power up placements, were a bit too many (for 2 players it would of been far more suitable for sure) but it wasn't too bad either. About the concept, pressing switches to let red blocks disappear, was ok then a random spiderweb appeared, acting as instant warps to another spiderweb... pretty weird I must say for a sky level haha. There's a secret star aswell if you backtrack to that one point after you pressed the switch... wasn't too bad at least since you even get a Tanooki Suit by that. At the end, the star is for you after being at the wooden clouds with random spiderwebs acting as teleporters and moving wooden platforms on lines or no lines aswell.
Wraith Adamknight - 8.20
I liked what this level did with the “spider portals.” It really helped reduce the amount of time wasted running back and forth. I can foresee this becoming a staple in designing, should it be as well received as I wish it to be. This still doesn’t take away the fact this level was constructed with artificial extensions. Meaning, you are intentionally keeping the player from going forward just to waste their time.
I recommend adding in an entirely separate side-path in order to help the fact the level is so linear. Outside of this, I really don’t have any other suggestions.
Zipper - 8.70
Oooooh, that fresh new sky feeling. I do like how this level was structured. Bizarre wood buildings hanging in the sky, tied by thin ropes. It's a treat to carefully traverse from island to island, while being very careful to avoid the huge pits scattered throughout. The level has a focus on tight and sometimes very dangerous jumps, and it shows right from the start with 1-block platforms laid in front of you. Overall, I found platform placement done extremely well. Hanging blocks that are spread apart well, moving platforms that circle around in a difficult but acceptable pattern, koopa-troopas spaced between jumps. I'm also glad you provided portals that return you to the point you went into a split path from, really saves time and risk that could otherwise be troublesome. The ice flower was a godsend here, being able to create platforms out of enemies, and taking out more dangerous enemies like buzzy beetles and munchers. The music blocks were a nice touch as well. If there's one thing I'd like to point out, it's that a more dynamic level would've taken this level from great to godlike. Some moving platforms, some more lifts and you got a flawless formula going.
Chad - 6.70
This is a great visual style for a level! It's a very elaborate and polished form of SMB3 athletic that's actually pretty creative. The gameplay is solid and makes clever use of pipes, switches, line platforms, moving layers, and a unique warp system. It takes you in all directions to give a feeling of exploration as well. It ran on a bit long and sort of repeated the same stuff after a while, and interactions are mostly standard, but it's pretty well-made and I had a good time with it.
ElTipsta - 9.00
A really impressive sky level. The amount of depth present in the visual design is impressive. Not many custom graphic levels use the wood blocks in such a way. It's clear you put a lot of work into this and it shows. The design itself is also grand, the portals were very creative idea in terms of the execution. I hope this level does well, I have no issues with it.
I think I'd better review Rotten Flesh Spell because I wanna get this really scary one out of the way!
If there was a way to make a level incredibly scary, then this level would be it. The music gives off an unnerving creepypasta vibe, and the choice of graphics you used only helped to amplify this, with the blood stains on just about everything and the skulls in the ground. Even I got scared playing the level, which is a testament to how the level nails its intentions. The length of the level would be perfect, if a little on the short side, and the difficulty is moderate enough to keep things enjoyable (yet scary!), but at its very heart, this level is based on altering lava formations in order to proceed, with some other things thrown into the mix to prevent the level getting too boring, like a fairy flying part. The mix of gameplay was interesting, and the clever uses of the Skull Raft made things even more interesting, as alongside just riding them over lava, there is also a cool gimmick involving having to stay on it as long as possible as a platform rises. However, one problem is with the Skull Rafts. Some of them end at a wall, meaning if you try to jump off them while stopped, the player will be thrown through the wall in the same direction of the raft movement, possibly dying. As well as this, there are too many free powerups given away, making it really hard to die.
I understand this is an old level, but it could do better with less powerups and having the Skull Rafts descend into the pit instead of hitting a wall. This one gets a 7.7/10 from me.
This level definitely tries to introduce a lot of new things. However, it fails to provide any meaningful challenges.
Graphics
This is where it seems most of the attention was put in this level. There are a lot of neat little graphical touches going on, such as different colored piranha plants and a foreground layer. However, you may want to check your mountains, as they are transparent! I couldn't help but feel taken away from this natural setting upon seeing through the mountains, and it doesn't make a whole lot of sense no matter how you slice it.
I'm also not a fan of the Mario head Koopas, since they seem oddly unfitting in this natural looking level. The bill blasters as well seem quite out of place graphically, since artillery doesn't really belong in a peaceful area such as this.
Level Design
Level design seems to be where big improvements can be made, I'm afraid. The biggest problem is that the gimmick of this level doesn't appear until halfway through the level. The first half of this level is an enjoyable romp, but it is quite forgettable. Once the gimmick is introduced (the platforms with the Goombas), it doesn't do a good job of teaching the player. The first goomba platform should be forgiving if you kill the Goomba. When I played through this level the first time, I killed the Goomba before reading the sign, which resulted in my death. The first demonstration of the gimmick should always be in a safe environment, where there's no consequence of death.
The gimmick is barely developed; at no point did I feel the goomba platforms get more difficult, nor did I feel them become interesting at any point. For some reason, you abandon the platform gimmick before the end of the level. This was a mistake. If you're going to introduce something like that, you need to develop it, and then add a twist at some point, but you just flat out abandoned it. Instead, there's an unsatisfying section near the end where you stack blocks until you reach the star. It's very simple and there's not even any risk of getting hurt while doing it.
Gameplay
There is an unnecessarily large variety of enemies, with many of them only appearing once throughout the entire level. There's a ninja, a charging chuck, a volcano lotus, and a fuzzy, all of which appear once. There are also very few bill blasters, which makes me wonder why they were included, since they don't really fit in such a natural level as I mentioned before. Most of these enemies could be replaced by the standard enemies in the level; koopas, piranha plants, etc. It comes off as highly unnecessary, and most players will notice this. At best, you surprise the player with a new enemy, but at worst, the player will see the level as ill-thought-out and unpolished. I would recommend choosing several enemy varieties and sticking with them for a single level.
Other than that, the gameplay was a bit straightforward. It was mostly just avoiding enemies, and once you know about the goomba platform gimmick, there really isn't a whole lot to think about while going through this level. It's just a romp; there aren't any secrets like in the classic Mario games.
5/10
This level introduces an interesting idea, and doesn't do anything with it. It's introduced quite poorly, and the level would overall benefit from more thought and planning being put into it.
This level definitely tries to introduce a lot of new things. However, it fails to provide any meaningful challenges.
Graphics
This is where it seems most of the attention was put in this level. There are a lot of neat little graphical touches going on, such as different colored piranha plants and a foreground layer. However, you may want to check your mountains, as they are transparent! I couldn't help but feel taken away from this natural setting upon seeing through the mountains, and it doesn't make a whole lot of sense no matter how you slice it.
I'm also not a fan of the Mario head Koopas, since they seem oddly unfitting in this natural looking level. The bill blasters as well seem quite out of place graphically, since artillery doesn't really belong in a peaceful area such as this.
Level Design
Level design seems to be where big improvements can be made, I'm afraid. The biggest problem is that the gimmick of this level doesn't appear until halfway through the level. The first half of this level is an enjoyable romp, but it is quite forgettable. Once the gimmick is introduced (the platforms with the Goombas), it doesn't do a good job of teaching the player. The first goomba platform should be forgiving if you kill the Goomba. When I played through this level the first time, I killed the Goomba before reading the sign, which resulted in my death. The first demonstration of the gimmick should always be in a safe environment, where there's no consequence of death.
The gimmick is barely developed; at no point did I feel the goomba platforms get more difficult, nor did I feel them become interesting at any point. For some reason, you abandon the platform gimmick before the end of the level. This was a mistake. If you're going to introduce something like that, you need to develop it, and then add a twist at some point, but you just flat out abandoned it. Instead, there's an unsatisfying section near the end where you stack blocks until you reach the star. It's very simple and there's not even any risk of getting hurt while doing it.
Gameplay
There is an unnecessarily large variety of enemies, with many of them only appearing once throughout the entire level. There's a ninja, a charging chuck, a volcano lotus, and a fuzzy, all of which appear once. There are also very few bill blasters, which makes me wonder why they were included, since they don't really fit in such a natural level as I mentioned before. Most of these enemies could be replaced by the standard enemies in the level; koopas, piranha plants, etc. It comes off as highly unnecessary, and most players will notice this. At best, you surprise the player with a new enemy, but at worst, the player will see the level as ill-thought-out and unpolished. I would recommend choosing several enemy varieties and sticking with them for a single level.
Other than that, the gameplay was a bit straightforward. It was mostly just avoiding enemies, and once you know about the goomba platform gimmick, there really isn't a whole lot to think about while going through this level. It's just a romp; there aren't any secrets like in the classic Mario games.
5/10
This level introduces an interesting idea, and doesn't do anything with it. It's introduced quite poorly, and the level would overall benefit from more thought and planning being put into it.
First, the mountain isn't transparent, i tested it many times, so did you install lunalua correctly?
Second, there is nothing wrong if the level doesnt have any secrets.
Third, after i read that ypu dont like the masked koopas, i realized that your review is biased.
Foutrh, this is an easygoing level so dont expect awesome and challanging gimmicks lol
Anyway thx for the review.
Camacho wrote:
Third, after i read that ypu dont like the masked koopas, i realized that your review is biased.
Are you fucking retarded? Just because he doesn't like one aspect of a level doesn't mean his whole review is biased. Instead of completely shoving his feedback away and ignore it like a fucking five year old would do, take it into consideration you fucko.
"Wait what he says I didn't do a perfect job? Better find excuses!"
Grow up. You've been rejecting any kind of criticism for a long time now, and continuing to do so will definitely not make you a better designer or a more respectable member of the community.
And do you realize how fucking disrespectful you are when you're completely ignoring someone's review? How do you expect to improve when you shove people's feedback you spoiled worthless brat?
Ignore the harsh posts dude.. I think Daniel was only trying to help you a bit, into what you could change and stuff.. sure it's not ok if you act like his review is bias but neither were some of these posts tbh. Just listen to the advice Daniel gave you and perhaps you can reach a better score by fixing those things.