Galoomba Plains 2

They're not that bad, but they're not that good either.

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Galoomba Plains 2

Postby Prancer » Tue Sep 15, 2015 1:56 pm

This is a completely different level

My second attempt at a level. This level is much longer than the first one and includes Valterri's custom GFX pack. This level is similar to my first but is also entirely different at the same time. Hope I've done good on this one, enjoy!

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Level Download: http://www.mediafire.com/download/d0g0g ... plains.zip

PixelPest
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Re: Galoomba Plains 2

Postby PixelPest » Tue Sep 15, 2015 9:04 pm

This level is a lot better than before. I'll just give you a few suggestions in point form this time:
-bonus section could use some BGOs and NPCs; a few Swoopers (bat NPCs) would do perfect
-the purple water GFX looks more like poison than water; especially in a highly SMW-styled level like this you should look at using the vanilla SMW water instead
-on the same water topic, if you give it water physics once, always give the water...water physics?

-the 1-up trap in the castle was really annoying and makes the level a lot lower quality since there are no other traps and it's not funny at all
-only put a big door when the player is going into a bossfight
-make the underwater section count (make it a lot longer or take it out completely)
-sometimes too much variation makes a level too chaotic; chaos can be good if you do it right though...
-coin placement was at standard; try making it a little more challenging in some areas
-power-up placement was okay, but a power-up before the boss battle (not just the hidden one), or near the Thwomps in the castle section would be nice
-use of BGOs and sizables was good, NPC placement was also not too bad; some places lacked a little bit in them
-music was fitting throughout
-appropriate amount and useage of custom graphics; I was worried you might have gone overkill but you didn't which was good
-yoshi coin placement was satisfactory but could have been a bit more challenging
-overall, not bad and a lot better than before
My Rating: 4.9/10
Last edited by PixelPest on Sat Sep 26, 2015 7:56 am, edited 1 time in total.

Taker
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Re: Galoomba Plains 2

Postby Taker » Fri Sep 18, 2015 7:02 pm

WOAH WOAH WOAH WOAH WOAH! Hold on!

You just got 1000 times better. But as @Cosmik said, make the underwater section count. I disagree with what he said about either taking it out, or making it long. Make it about 2/5 of the level. Also try making it Harder. Fish suck and we all agree that they should try to get better at killing. So try seeing if you add some things like Piranha plants underwater(not the fire one, because duh.)

ZIkeRIT
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Re: Galoomba Plains 2

Postby ZIkeRIT » Wed Sep 23, 2015 3:03 am

Is it your second level ever?If it this is a very goood job!Water is normal (i think).In other that level is good
6.5/10

ShadowStarX
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Re: Galoomba Plains 2

Postby ShadowStarX » Sat Oct 03, 2015 12:45 pm

Galoomba Plains 2 review
Since this level is almost vanilla and it doesn't really focus on atmosphere anyway, I'm not going to seperate Design & Gameplay from Atmosphere & Visuals.

First off and most importantly, the gameplay is p. fun. The difficulty and the length are also p. fair in the level, there weren't frustrating or boring parts. The NPC variety is also p. wide, and I don't have much problem with placement either. The level also didn't have any clashy graphics as I noticed.
The dragon coins could've been placed in more challenging places a bit. The level also had some minor cutoffs with bridges. The boss fight was also a bit weird in the middle of the level. Using BGOs that are similar to blocks in brightness is also a bit weird idea in my opinion, it should be a bit darker.
The underwater section should've been twice as long as it was. It's also not recommended to sometimes have swimmable water and sometimes have unswimmable water, that's going to confuse the player. The 1-up trap in the fortress is also cheap in my opinion.

Overall, the level is decent but I wouldn't say it was good.
Score: 5.25/10
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