Level : Technichal Logic.

Levels posted here need a lot of work before they're ready to be played.

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MrNadjeshal
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Level : Technichal Logic.

Postby MrNadjeshal » Wed Oct 21, 2015 7:45 am

At first,I'm french so i don't have a perfect english ;) Thank to notice it.
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Technichal Logic is medium level with some traps ;)

Screenshot:
Spoiler: show
Screenshot:
Image
Image
Download :
http://www.mediafire.com/download/izqdo ... c_SMBX.zip

Enjoy it and give me tips for making levels ;)
-Nadjeshal

Infiltration
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Re: Level : Technichal Logic.

Postby Infiltration » Wed Oct 21, 2015 7:16 pm

It's a pretty easy level to be quiet honest. There aren't really any traps in here at all, if you don't count the doors that was pretty easy too.

JupiHornet
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Re: Level : Technichal Logic.

Postby JupiHornet » Mon Nov 30, 2015 9:30 pm

UNOFFICIAL REVIEW of TECHNICHAL LOGIC by MRNADJESHAL

Design (2/10)


I mean, I guess it's kinda cool how the first half of the level works, but there are a lot of design flaws. First of all, the player is forced to die at the beginning if they manage to kill the shell (which is easier than you think). The Banzai-Bill jumping thing was alright, but the door maze was just unnecessary. After that the level ends. If you don't get caught up by the door maze, the whole thing probably takes about a minute. It probably could have been a decent level if it was longer.

Atmosphere (0/10)

This level looks like those old SMW romhacks that ProtonJon used to play, cement blocks and all. Only thing missing is the muncher spam.

Other Comments: at least it wasn't a kaizo level ;3;

Overall 1/10 (The Trash Can)

Sorry m8, but this is pretty bad. Remember my advice and use it to get better! :D

Reiuji Utsuho
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Re: Level : Technichal Logic.

Postby Reiuji Utsuho » Wed Dec 02, 2015 7:44 am

Review: Technichal Logic by MrNadjeshal
{Gameplay: 10Pts | Scenery/Music: 10Pts}

Gameplay:
2 out of 10
I have nothing against short levels, but even I think this one was too short. It only took a couple of minutes to beat, but unfortunately I didn't enjoy this one. I will say your first part design-wise is creative, but beyond that the fun really hit a steep decline. The banzai-bill thing wasn't bad but it still wan't very fun either and the door thing at the end was just unneeded and seems to me like it was put in only to stretch out the playtime.

I would imagine you're going for a puzzle-type level here and you have a good start at the beginning, but after that it loses its fun. Puzzles are fun because pretty much anyone can do them, but they make you think and plan. Here, especially with those doors it's a matter of 'if a I play long enough I'll eventually get by.'


Scenery/Music:
2.5 out of 10 {0Pts Scenery | 2.5Pts Music}
This level doesn't look like anything very special. No scenery was used and really the level just felt barren to me. It didn't give the setting a nice feel and the atmosphere overall is really lacking. Graphically speaking I could say the SMW overworld ground tiles don't mix well with the stone blocks as ground tiles and you could've stuck to he stone blocks for consistency, but its likely just preference.

The music doesn't really have any issue with me so I don't have any complaints about it.


Conclusion:
4.5 out of 20Pts { 2Pts Overall {Rounded from 2.25}}
I don't like being harsh, but really what is presented here is not that good. This isn't a bad start though. I'll leave some recommendations for this level and hopefully you can work off of them and make this level something great. ~

~Make this level a bit longer.
~Think of adding different types of puzzles or make the level centered around a specific type (Ex. a level based off of mazes and such)
~Add scenery to make it look more alive. This will also add presentation value!
~Either rework or remove that door puzzle. It was a little more obnoxious than but, but it wasn't hard either.
~Consider using different tiles for your overall design.

*Moved to The Trash Can


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