I'm just going to casually break down these rules, as some of them are vague as fuck
- Your level must be difficult or at least include some challenging aspects.
You already start off by being super vague. Challenge is dependant on the player's skill level, i have no way of knowing that judges (asides maybe mechadragon) aren't dogshit at the game.
Even if they're all at the same mechanical skill level (which is very unlikely), difficulty can also be based on the player's ability to figure out the trial before proceeding. So even if the player is some speeddemon who can dodge every enemy in sight, even if the indications are really obvious, the player can manage to not figure out what the fuck is going on at a tricky part. You could try to argue that it's the designer's fault for making something cryptic as fuck, but i remember seeing a review about one of wrath's levels, where they complain about a jump being a "leap of faith", even though there's literally an arrow made out of blocks on the wall pointing at the pit they have to jump in.
[*]Your level must be completable and finished.
Completable is also vague. For example, Battletoads is actually impossible if you're just not good enough, but the game is definitely beatable.
[*]Your level may not force the player to exploit any of SMBX’s glitches other than the following: (1) Ducking into a space shorter than the player, resulting in the player moving through a wall (2) Spinjumping into a player block resulting in the player to continue to spinjump, even if the new character usually cannot (3) Spinjumping while falling and holding an object with playerblocktop = 1, resulting in the player being able to jump again.
This choice of glitches also makes it so levels can't fully take advantage of the game's features. The entire game is
filled with glitches, you're forcing a very specific design style by only limiting the designers to the use of 3 glitches.
[*]Your level should not be unfair: There is a big difference between difficulty and fairness. Your level will likely not score well if you use poor design elements such as enemy spam, etc. The player should be able to react to an obstacle in time, on their first time playing the level. Judges are by no means required to beat unfair levels.
Vagueness strikes back once again. A player being able to react to something is purely dependant on their brain's capability to process whatever they just saw. The thing i mentioned where there's no guarantee the judges aren't dogshit becomes more valid at this point.
Fairness is also very subjective. For instance, i consider ninja gaiden fair, as i know most of the mechanics and can react to shit most of the time. Qig does not find it fair because the game is programmed in a manner there's a constant shitstorm of enemies on the screen all the time. Both perceptions are valid.
Also
The player should be able to react to an obstacle in time, on their first time playing the level
Ladies and gentlemen, it's time to point out mivixion's mountain of contradictions!
This rule is actually contradicted by one of mivixion's points on invisible blocks:
-If I die to an invisible block once I should be able to avoid it the next time I get there.
This is where the judges start to look like they're on different pages. You want people to be able to react to obstacles the first time on playing the level, but then a judge thinks dying to something you didn't expect is fine as long as you can properly execute trial and error?
It gets worse.
Mivixion wrote:We aren't exactly aiming for totally fair levels, but we want something that's enjoyable (to the judges).
The rules indicate that the levels should be fair, but a judge isn't particularly aiming for that. SeemsGood
Also, another thing that becomes confusing is that you want something that's enjoyable to the judges. It is
very uncommon to find people who find hard gameplay fun, and even then their perceptions are still different. So as long as i
know what the judges enjoy instead of optimizing the contest's guidelines in my design, i have a better chance of winning.
Mivixion wrote:We shouldn't be rating the levels' quality by difficulty. The difficulty and how enjoyable the level are are two totally different things.
I was actually about to outright flame you for this statement, but then i looked back to the main thread:
The Process:
After the contest opens, you will have one month to sign up and later submit your level; make sure it abides to the rules presented below. After the submission period ends, the judges will have two weeks to submit their reviews. Reviews will include a score from zero to 10 out of 10 as well as a difficulty rating out of 20 that will not directly influence the level's score.
If the difficulty rating is going to be independant of the overall rating,
then what is the point of this contest?. This leaves too much room for avoiding the guidelines, since, as i've stated before, it's a lot easier to please the judges by their standards instead of making the best out of the guidelines.
I'd definitely say you should integrate the
challenge factor in the overall score of levels participating in a
challenge contest. Even if you don't do that, you've still got a lot more to define. Your current draft is vague as fuck.