Postby Imaynotbehere4long » Fri Mar 06, 2015 8:15 pm
I had vague memories of this level from when I played Secret of the Dry Guys, but I don't remember it being this annoying. Something I never understood is why you put blocks just above the top of the level's section boundary and Jelectros just below the level's section boundary; both of those are unintuitive and both caused me to get hit unfairly. There are also quite a few areas that have barely anything in them and just seem to be there to pad out the level, like the part between warps 8/10 and 11/12, as well as Section 2 (seriously, it seems like Section 2 is only there to interrupt the first section's song. I recommend having Warp 7 lead straight to Warp 14).
However, the most annoying part of the level is that both ? switches have to be hit twice, forcing the player to backtrack to each ? block and do those respective parts of the level twice. The first backtracking part wasn't so bad since not much has to be redone to hit the second switch again, but even if the player notices that he/she has to hit the first switch again before climbing the anchor, it still requires the player to swim all the way back to the beginning just to hit the first switch, and this also just seems like it's there to pad out the level. I recommend removing the ! blocks after the anchor and replacing them with normal wood blocks.
Speaking of the first part of the level, the pipe right next to the first ? switch is neither a warp pipe nor a generator, meaning the coins above the first ? switch are inaccessible without cheating. Also, I agree with Turtwig: the pistons are off-sync and are almost guaranteed to kill first-time players, especially since the third one moves as fast as it does and since they're all on Auto-Start events (meaning they become even more off-sync as the player progresses through the part of the level before the checkpoint). The time between their initial events triggering their secondary events (and vice versa) should be multiples of each other (like 2 seconds and 4 seconds or 3 seconds and 6 seconds, etc.) so that they have a definite pattern that first-time players can react to.
Of course, the level isn't entirely bad. Making the player hit the first ? switch with a bomb and having the anchor in view of the ? block that lowers said anchor were neat touches. The ON/OFF wood blocks in the interior of the ship were also a clever design choice, but they didn't seem fully realized. It would have been better if you had expanded upon that for the second half instead of just ending it with two Boom-Boom sprite-swaps in an empty room (which is even lazier than the dual Boom-Boom fight in Storming the Fleet because, at least in that level, there were flame pillars that the player had to watch out for; here, there's nothing but the Boom-Booms). Expanding upon the ON/OFF wood blocks would also help to remedy the imbalanced midpoint since it would theoretically add more meaningful, non-filler content after it.
Summary:
GOOD:
-Graphics aren't terrible.
-Music fits the level well.
-ON/OFF wood blocks are a neat idea.
BAD:
-Off-screen block ceiling.
--OFF-SCREEN JELECTRO FLOOR.
-Filler sections.
-Forced backtracking.
-Imbalanced midpoint.
--PRE-PROGRAMMED BOSS AI IN AN EMPTY ROOM.
In conclusion: Like your other levels, this level has potential, but it's brought down by its annoying design flaws. I'd say this deserves a 5.5/10.