Postby Imaynotbehere4long » Sat Feb 28, 2015 10:04 pm
Wow, there wasn't much enemy variation in this level. Most of the enemies are SMB3 Bob-ombs, and the rest are few and far between. Because of this, the level becomes quite boring. On top of that, there are quite a few pipes that have Allow NPC set to "No," which, if entered before (or after, in certain cases) doing something else necessary to progress with the level, off-screen the player's propeller block and force him/her to backtrack for another one, which just adds to the tedium and makes the level feel empty (since the player is going through rooms he/she already went through and killed most of the NPCs in). In fact, why do the pipes even send the player back far enough to off-screen the propeller block anyway? The level should be designed in a way that doesn't require so much backtracking in the first place. The repetitive song choice doesn't help much, either. Don't get me wrong; it isn't a bad song, but it doesn't work well for long levels like this. Also, the small, background-image pipes have the same color as the solid pipes, making them seem like normal blocks. I recommend making the background-image pipes darker. Speaking of the pipes, the giant pipe is missing the horizontal black line at the bottom to separate the end from the tube. Increasing the sizable vertically by one unit fixes this issue. The part just before the midpoint is also annoying since, due to the distance between the generator and the bomb-able blocks, the player has to run back and forth multiple times to blow up all of the bricks. I recommend removing the bomb-able blocks between the nipper and the midpoint. Speaking of the midpoint, it seems to be placed a bit too far into the level, but there's not much you can do about that. Lastly, while the exploding rocks were introduced in a first-time-player friendly way, they're never used again in the entire level and just seem gimmicky.
On a different note, I liked the switch puzzle near the end with the rainbow shell and switch Goombas, although that, too, seemed gimmicky. Speaking of that, why do you have switch block barriers just after the exploding rocks if that's the only other part of the level that requires switch blocks? Seems unnecessary. Also, while I liked that the player can sometimes go in front of the ground, I was disappointed that you didn't use jump-through blocks for the ceiling (so the player can jump from in front of the rocks to on top of the rocks rather than hit a seemingly invisible ceiling).
Oh, and there was a secret star. It wasn't that well hidden, honestly; the pipe is right in the open and there's barely anything else in the section it leads to besides another, out of reach (without a propeller block) pipe. Plus, since the player has to get the propeller blocks to proceed anyway, it won't take much for the player to realize that the former pipe leads to a secret. Lastly, since it's an SMB3 star instead of an SMW star, the player basically has to go through the entire level twice to get both exits.
Summary:
GOOD:
-Graphics aren't terrible.
-Music fits the level, but is too repetitive for it.
-Block placement is done well.
BAD:
-The player has to backtrack if he/she doesn't play the level in a specific way or goes down the wrong pipe.
-Barely any enemy variation.
-Pipe graphic errors.
-The exploding rocks are used so little, they might as well not be in the level at all.
In conclusion:
This has the potential to be pretty good, but all the backtracking the player has to do if he/she accidentally enters a backtrack-pipe (along with the low NPC variety) is what hurt the score the most. I'd say this deserves a 5/10.