AirShip's Airship of Levels (Level Thread) New Levels! mountain and Jellyfishing Over It!

Share your own SMBX levels and play others' too.

Moderator: Userbase Moderators

AirShip
Fuzzy
Fuzzy
Posts: 1085
Joined: Wed Jan 01, 2014 1:30 am
Flair: The Flying Ghost
Contact:

AirShip's Airship of Levels (Level Thread) New Levels! mountain and Jellyfishing Over It!

Postby AirShip » Wed May 01, 2019 11:23 am

Image

click on the airship, you will not be disappointed.

----------------------------------------------


Glacie's Lake - Hispanic Christmas Contes Second Place.
Level Info wrote:A level made for the Hispanic Christmas Contest, getting the second place, with a total of 8.125/10.0, will be added to the episode Super Mario Wishing Stars in a future update.
The gimmicks are the npcs boss bass and trouters.

Difficulty: Normal

enjoy!
you can't see me, but I can see you.
Reviews (spanish only):
Spoiler: show
SuperKoopa – 8.0/10.0
*AUDIOVISUALES*
El nivel es bellísimo gráficamente, todo el nivel está en estilo de Super Mario World, e incluso lo único que se limitó a tener de personajes jugables y amigables con Toads, haciendo perder el cliché de usar a Mario. Me gusta como el fondo de atrás (el lago y las nubes) se muevan, le da un toque de realismo al nivel, veo también que hay nieve cayendo, quizá hubieras colocado un poco más para que se haga evidente que es un nivel de lago nevado, la introducción del nivel estuvo increíble, el hacer pasar como world map para acceder al nivel hace como si yo realmente estuviera jugando un episodio.
Lamentablemente no todo es bueno, porque la única falla que encontré fue cuando pasa la segunda sección, en el momento que el pez gigante come a Toad, el efecto de muerte del jugador aparecerá por unos milisegundos, haciendo un corte.
Por cierto tremendo detalle esas rocas que estuvieron en el checkpoint, espero te hayas divertido diseñando ese peculiar objeto de fondo.

*JUGABILIDAD Y DIFICULTAD*
La mecánica principal de este nivel son los cheep cheeps, ya sea verdes (que saltan o nadan al aire), rojos (los que tienen púas y se hace spinjump) o el azul gigante que trata de comerte, me parece muy bien que lo hayas implementado en todo el nivel y está completamente aprovechado, la dificultad va subiendo progresivamente y eso está bien, sin embargo hay ciertos detalles que se podrían mejorar:
-El jugador al conseguir la primera y tercera moneda estrella, no puede hacerlo si tiene el powerup de flor de fuego, me explico, él dispara accidentalmente a uno de los Cheep Cheeps y lo matará, haciendo casi imposible la recolección.
-Si el jugador consigue la cuarta moneda estrella en su forma chiquita (mini Toad), para subir será complicado, ya que él tiene que correr y saltar, sin embargo también tendrá que evitar al pez gigante.
-En la parte final es más complicado por los peces que vuelan, todos los enemigos están juntos y eso hace que la dificultad del nivel sea de difícil a injusto en cierta parte, creo que ya es suficiente con el pez gigante y saltando sobre cheep cheeps, te recomiendo quitar los peces voladores.
-Los bloques grises con flechas (en donde está la cuarta moneda estrella) solo aparecen en una ocasión, te sugiero que lo puedas usar una mayor cantidad de veces para que no se vea desaprovechado.

Marcos May – 8.0/10.0
*AUDIOVISUALES*
Está muy bien logrado ese estilo SMW. Aún más el gráfico del pez gigante, puesto que tiene bastante vida y carisma. Aun así... está un poco simple en este aspecto, no es que haya mucha decoración o variedad gráfica, la misma simpleza se nota aún más en el HUD.
*Bueno, el chiste sexual estuvo innecesario.
*El detalle del World Map estuvo genial.
*También el gráfico del Toad con el poder de la flor ígnea está muy saturado.
*Un detalle muy menor: las decoraciones de hojas tienen un pixel vacío por el suelo y si el jugador pasa a través de ella se puede notar que estas "levitan".

*JUGABILIDAD Y DIFICULTAD*
La mecánica principal de los peces fue bastante aprovechada, experimentó de diversas formas interesantes. Pero tengo varios detalles que mencionar:
*Creo que le convendría al nivel dejar que el pez pueda saltarse con normalidad sin necesidad del giro, a veces es un poco cruel junto con el resto de obstáculos.
*Los peces con espinas tienen un tiempo de espera más prolongado que los verdes al dar un salto, lo que hace que se vuelvan más confusos de predecir, y por ende, de maniobrar.
*El nivel otorga la flor de fuego si se está en el estado Super... sin embargo, a veces es necesario usar el salto giratorio en peces y este poder es un problema, recomendaría usar algún otro como la hoja.
*Otro detalle, es que a veces la aparición de los peces se descoordina, haciendo que las filas de tres peces por ejemplo, se acaben desarmando y se vuelva aún más difícil saltar en ellas.
*Antes de llegar al checkpoint, cada vez que el jugador muere está obligado a ver la cinemática dónde se ve el World Map, se vuelve molesto después de varias muertes.
*Este es un error muy específico: si se toma el item justo al lado del checkpoint y el jugador cuando crece (por el estado Super del hongo o estar agachado como Super Mario) está muy cerca del techo cuando la toca quedará su transformación obstruida por los bloques y morirá. Tan solo se soluciona si se pusiera los bloques más arriba.

Edux Kamiz – 8.0/10.0
*AUDIOVISUALES*
Un tanto simple visualmente, pero bastante efectivo, cuadra muy bien con el estilo general de SMW y la música a su vez es óptima para el nivel.
También he de mencionar que pese a ser un poco corta la introducción, la recreación de un mapa de mundo dentro del nivel está muy bien lograda, honestamente.

*JUGABILIDAD Y DIFICULTAD*
Pues, mayoría del nivel es bastante calmado, la mecánica de usar Cheep Cheeps como plataformas es llamativo y las monedas estrella son un buen agregado, sin embargo, oh boy, llegando al final del nivel sí que se pone demasiado tenso.
La segunda parte del nivel presenta un cambio de dificultad mediano con la inclusión del Cheep Cheep morado, que realmente es una buena implementación para darle un reto mayor, el problema viene justo al final del nivel, donde son saltos y coordinación un tanto precisos y el hecho de tener que repetir toda la sección de vuelta en caso de fallar tampoco es que suene apetitoso.
Realmente, considero que eso es lo único que podría cambiarse de todo el nivel, lo demás está más que bien como es sin mucho problema.

CasimeCat – 8.5/10.0
*AUDIOVISUALES*
Creo que es la parte fuerte de todo el nivel, todos los gráficos bien usados de nieve, esa transición tan linda en medio del nivel, y la estética general que da todo el nivel es simplemente buena.
*JUGABILIDAD Y DIFICULTAD*
En general, es un nivel muy agradable, lo malo es que el gameplay flojea un poco en ciertas partes, más que nada en las partes de tener que plataformear entre peces, más que nada por los de espinas y la parte final. Todo lo demás me encanta, desde la temática de los peces, hasta la posición desafiante de las monedas estrella.
Screenshots/Gifs:
Spoiler: show
Image


Image

----------------------------------------------


mountain - Bad2Good Level Contest First Place.
Level Info wrote:A level made for the Bad2Good Level Contest, I feel like I wasn't able to do exactly what I wanted with this level, mainly due to the fact that I had to stay true to the original level that I needed to base it on, unfortunately, I don't plan on doing anything else with this level, so I decided to publish it.
There's no main gimmick, just a calm romp.

Difficulty: Normal

enjoy!

Reviews:
(Bad2Good Level Contest) mountain by AirShip (48.25/50): show

Fun & Design: 28.25 / 30
Isomorphism & Creativity: 15 / 15
Polish & Aesthetics: 5 / 5

Original: a dark level
DisasterMaster wrote: The level’s name may be pretty plain, but its aesthetics and gameplay are anything but. You took the idea of a dark world and turned it into a hauntingly ethereal waterfall-filled cliffside. The neon appearance of the water and enemies highlights the bleakness of the surrounding mists. It beautifully contrasts the solid stone of the surrounding landscape.
This gives a whole new meaning to flying fish. They worked very well as both an in-water and aerial threat, especially when having to jump between bubbles. That being said, when the bubble is on its downward ascent, it can sometimes cause you to get stuck in place if you’re near the bubble’s top. This is bad news if you have a wave of incoming Blurps. I appreciate that you also included a secret exit for the more explorer-oriented.
This is wonderful example of a metamorphosis done right.

Fun & Design:29/30; Isomorphism & Creativity: 15/15; Polish & Aesthetics: 5/5
Total: 49/50
Radiance wrote: While the remake focuses more on the water parts, I think it works as the waterfalls from the original was replaced by aerial bubbles. I had a hard time navigating with aerial bubbles especially when the fish are around which makes some setups a waiting game but it's a minor issue. The aesthetics complemented the dark background. Really cool visuals and I think it's an excellent remake for the original level.

Fun & Design:29/30; Isomorphism & Creativity: 15/15; Polish & Aesthetics: 5/5
Total: 49/50
Shinbison-Kof wrote: This stage has a very interesting concept, which involves the use of bubbles that move in different directions. Compared to the original, it is an excellent remake, because it captured well the idea of being cliffs with water in a dark environment, and also, the idea of using bubbles to represent the main mechanic was excellent. About the gimmick, all setups were very well executed, because despite being a very simple mechanic, it doesn't become repetitive, because of the great notion of progression that was developed here. The level design itself is great, with a fair distribution of npcs, power-ups and checkpoints, besides that, the main gimmick was used in a fair way. The atmosphere is awesome, definitely my favourite here, my only personal complaint is the music, I didn't feel it matched that much even though it was excellent. My only problem with the level is related to the last setup, I think it would be interesting if it had only one octopus before, and then two to be more fair, since despite being the last challenge of the level, it becomes much more complex to dodge. Besides that, the variation of fish causes a certain confusion, because theoretically the red fish could indicate that they hurt when jumping on them, but in fact only 1 type of fish allows that, so in certain parts of the level where there is the possibility of boosting them is broken, because of this small defect. Furthermore, there are a few parts of the level where the physics of the moving bubbles do not favour jumping. Finally, I felt that the stage ended a little abruptly. Overall it is an excellent stage, great feeling of progress and difficulty curve, impeccable atmosphere and very fun!

Fun & Design:27/30; Isomorphism & Creativity:15/15; Polish & Aesthetics: 5/5
Total: 47/50
Sux wrote: What a beautiful level. It captured well the idea of a grey atmosphere in a stupefying aesthetic, the mechanics of swimming in waterfalls were adapted to bubbles, which fit the level better. Overall it has a fluid gameplay where the difficulty of the obstacles evolved consistently, despite some difficult jumps on the bubbles, especially when they are moving. I did not understand why there is a secret exit through the key, in case this copy is used in any episode, I must say it is very obvious. Anyway, outstanding work.

Fun & Design:28/30; Isomorphism & Creativity:15/15; Polish & Aesthetics:5/5
Total: 48/50
Medals:
Spoiler: show
Image
Image
Image
Image
Screenshots/Gifs:
Spoiler: show
Image


Image

----------------------------------------------


Jellyfishing over it - Art Inspirational Level Contest Third Place.
Level Info wrote:A level made for the Art Inspirational Level Contest, An experimental level I made with the sole purpose of annoying and frustrating anyone who dares try to beat it, inspired by the games Getting Over It and Only Up!

Difficulty: Easy (Technically speaking, since it is not possible to die in the level)

enjoy!

Reviews:
(AILC LEVEL CONTEST) Jellyfishing Over It With by AirShip (74.6/100): show
Petraheim wrote:Isomorphism (40/40)
Structure (24/30)
Creativity (19/20)
Fun (5/10)
Review:

Very bold of you to pick the most possible frustrating idea of a level and send it to a contest. I like that, though! The aesthetics are brilliant. It almost felt like the painting was based on the level and not the other way around. Everything in the presetation fits perfectly, from the direction of the filter in all the things in the stage, to the relaxing song, everything fitting perfectly with the original art, paired with the hell you put the player through in this torturous challenge. I don't have an issue with the high difficulty of the level, as I take that as an important part of the whole intent. However, I felt a little of irregular difficulty throughout the level. Some setups feel a lot harder than some others at weird moments, it wasn't a difficulty curve that gradually made the level harder/easier. It also felt to me like the level ended a bit abruptly, seeming like there might have been more planned, but with no time/ideas left. This might be just a feeling though. The use of the jellyfishes to climb on was extremely creative, it makes a perfect twist in this contest for an idea that isn't that novel. Had the design been a little less punitive, I would have honestly and sincerely had a lot of fun. Was that the intent, though? Or was it just to make me slam my head in the wall everytime Mario fell all the way to the bottom of the level?

Total (88/100)
DrMekar wrote:Isomorphism ( 35/40)
Structure ( 20/30)
Criativity ( 20/20)
Fun ( 8/10)
Review:
The level starts off using a very distinct and beautiful art style, well in rhyme with the music.
The inspiration for the level (aside from the image), the Game 'Getting Over It' in captured
quite well on an atmospheric kind of level and so is the frustraing side of it, which is not meant
in mean way of course.

The Image also was also used in a good way, even if I wished more would have been done with
the jellyfishes prominent on the image as the biggest hurdles for me personaly were often
the blocks.

Total: 83/100
55jedat555 wrote:Isomorphism (32 / 40)
Structure (11 / 30)
Creativity (10 / 20)
Fun (0 / 10)
Review: Absolutely stunning in terms of visuals, utterly boring and miserable in terms of gameplay experience; truly a world of
contrast. I immediately had high expectations for this level when I first booted it up and saw how gorgeous, unique and
polished it was aesthetically. You can only imagine how low those expectations plummeted when I realized what the level
was actually about. For starters, I think it's necessary I clarify that I'm not a fan of this "genre" of platformer
levels: a level whose entire design is effectively a sequence of somewhat precise jumps that feel bad to execute is not an
interesting level to me, and it's by default not going to bring me much enjoyment. And this level is just that, except it
also frequently throws a bit of climbing into the mix, those parts being disproportionally easier than the rest of the
obstacles. What this level actually shoots itself in the foot with though is the simple decision to include the layer
swayer library. I can kind of understand why it was included; it does enhance the floaty, surreal feeling of the
levitating blocks, but in turn it makes the actual platforming awful. Moving layers are amidst the jankier and less
pleasant things one can platform on: they influence your momentum in weird ways, they force unnecessary waiting when
they're out of alignment, and they cause a single frame of falling when they stop moving, which can and will occasionally
eat your jump and just outright screw you over. How much more enjoyable this level might've been if its platforming were
simply static isn't entirely clear, but I think the difference would be quite substantial. I couldn't bring myself to beat
this level legitimately all the way through; after what felt like hours of attempts, falling down, getting back, missing
jumps I'd cleared many times before due to layer misalignment, falling again and waiting longer, I was just so tired and
bored out of my mind that I couldn't be arsed to keep going. Definitely not my cup of tea, I'm afraid!
Total: (53 / 100)
Medals:
Spoiler: show
Image
Image
Video:
Spoiler: show


Image
Last edited by AirShip on Thu Sep 21, 2023 11:12 am, edited 6 times in total.

krakin
Reznor
Reznor
Posts: 2917
Joined: Sun Dec 11, 2016 8:02 pm
Flair: cats are cool
Pronouns: he/him/his
Contact:

Re: Eu gosto de pudim (Level Thread)

Postby krakin » Wed May 01, 2019 1:48 pm

Wifi Woodland is my favorite one out of all of them
why did my dumb fuck self click the pudim link

TheNightingale
Van De Graf
Van De Graf
Posts: 1980
Joined: Fri Apr 20, 2018 9:28 pm
Flair: I used to be called Scroll
Pronouns: he/him
Contact:

Re: Eu gosto de pudim (Level Thread)

Postby TheNightingale » Wed May 01, 2019 5:02 pm

I played Midday Meadows, and I want to say that you've made a nice job, I definitely enjoyed the gimmick and all the setups made with it!

MegaDood
Charged Spiny
Charged Spiny
Posts: 1805
Joined: Wed Nov 01, 2017 2:43 am

Re: Eu gosto de pudim (Level Thread)

Postby MegaDood » Thu May 02, 2019 2:24 am

Wifi-Woodland is my favourite too. It's a unique looking level.

MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 6422
Joined: Fri Dec 20, 2013 6:40 pm
Flair: Nuclear Queen of Reversion.
Contact:

Re: Eu gosto de pudim (Level Thread)

Postby MECHDRAGON777 » Thu May 02, 2019 3:06 pm

Looks like I will have some fun with new coinless content on my channel. Will have to try these out in the coming days.

Archived
Birdo
Birdo
Posts: 2166
Joined: Tue Mar 13, 2018 6:15 pm

Re: Eu gosto de pudim (Level Thread)

Postby Archived » Fri May 03, 2019 12:20 am

Archived
Last edited by Archived on Sat Jan 28, 2023 4:05 pm, edited 1 time in total.

AirShip
Fuzzy
Fuzzy
Posts: 1085
Joined: Wed Jan 01, 2014 1:30 am
Flair: The Flying Ghost
Contact:

Re: Eu gosto de pudim (Level Thread)

Postby AirShip » Fri May 03, 2019 11:37 am

Eclipsed wrote:
Fri May 03, 2019 1:39 am
Could you add which ones of these work/were tested with beta 3 and not with maglx3? I tried a couple of these in maglx3 build and the level broke down

Added in 1 hour 19 minutes 13 seconds:
Reviews for the three levels
Spoiler: show
Overall, I think your levels are fine, but there are some glaring issues in parts of the level.
This review will go through intro, to middle, to stars, to end. (This will mainly focus on MM and FF)

Something that I think you do well is setting up the gimmick with showing the power what occurs rather than telling them like in MM and FF where since the player has to jump, he sees there's a switch block gimmick and in FF how there's coins above the first white ground there's a quicksand gimmick. That being said, it's really weird the WW has a sign that tells you what to do instead of allowing the player to see it, especially since you spawn on a script npc. What I'd suggest is to have a laser at the initial section and have a script npc under a ?block or arrows pointing to it, that way the player will instantly attach the main gimmick of the level.

Furthermore, you bring interesting setups in the initial parts of the level such as the rotodiscs, the saw navigation, and the think before doing in MM and the utilization of enemies to shorten quicksand downtime. And shortly after you expand upon the initial ideas pretty well, so the middle was pretty interesting.

Overall, the star placement is pretty fine with the foreground if you see the shine in FF, neat and the star with the green switch blocks in MM was pretty creative also. However, I really did not like the first star in FF, it just felt out of place with how many differing setups there were previously and kind of felt pretty repetitive.

I think the end of both FF and MM are lacking in quality with the lakitu section since I was looking forward to how the level would finish off, but instead it's just play the same gimmick but now there's a lakitu. During this portion for both levels, it felt like I was playing with a bare-bones version of the gimmick like how it was introduced but there's a lakitu, so it felt pretty repetitive, since you forced yourself in a corner with that decision(I feel as this was the same issue with the first star in MM), at those points it felt like the level was designed around a lakitu rather than the level being designed around the gimmick. (The last dragon coin was the only part that didn't feel like it was a waste of the gimmick in FF).

For FF, another issue with the last section is the foreground. Since there's foreground sometimes lakitu will throw a spiny and you won't know where or why until to a point it's not react-able by the average player and this issue happened with me once. Also, the 1-up location in this area I did not like since it's a pixel tight jump and if you mess up attempting a whole jump you get damaged, but that's more of a minor issue.

For MM, the lakitu portion there was too much sensory overload with 3 switches that are changed by my jump, lakitu's position, and the spiny eggs thrown out. Keeping track of all of these legitimately gave me a headache after playing that section since I had to decision quickly make while dodging an npc that would force me to jump.

For WW, it's kind of weird how the fire piranha plant is fire-proof and the normal one isn't and it's a neat spin on remake levels so I appreciated it that.

Overall, these levels have a strong intro and middle. However, the end and some other areas felt like a wasted potential of designing the gimmick around an aspect rather than the level around the gimmick, so rather than being sated, I'm left hanging and wanting more from the levels.
Also, if you do decide to change aspects of your level based on my review, don't feel like there's a need to rush, since these levels are for a project and taking your times with these would help significantly.
I agree with everything you said (and WW is bad because is a old level, in a time which my level design was more bad than today).

About the lakitu on FF and MM, I was in doubt if was a good idea or no...
Aparently, no.

Thanks for the review.

MECHDRAGON777
Pink Yoshi Egg
Pink Yoshi Egg
Posts: 6422
Joined: Fri Dec 20, 2013 6:40 pm
Flair: Nuclear Queen of Reversion.
Contact:

Re: Eu gosto de pudim (Level Thread)

Postby MECHDRAGON777 » Thu Jun 27, 2019 1:24 pm


MegaDood
Charged Spiny
Charged Spiny
Posts: 1805
Joined: Wed Nov 01, 2017 2:43 am

Re: Eu gosto de pudim (Level Thread)

Postby MegaDood » Thu Jul 04, 2019 2:07 am

I like the idea in Midday Meadows, it reminds me of the red-blue flip blocks in Super Mario Galaxy and 3D World. It's well executed and I like how the difficulty progresses.

AirShip
Fuzzy
Fuzzy
Posts: 1085
Joined: Wed Jan 01, 2014 1:30 am
Flair: The Flying Ghost
Contact:

Re: AirShip's Airship of Levels (Level Thread) New Level! Glacie's Lake.

Postby AirShip » Tue Mar 01, 2022 11:23 am

Posted a new level guys, and deleted the old ones because they are outdated and no longer represent my current design level.

Glacie's Lake
Level Info wrote:A level made for the Hispanic Christmas Contest, will be added to the episode Super Mario Wishing Stars in a future update.
The gimmicks are the npcs boss bass and trouters.

Difficulty: Normal

enjoy!
you can't see me, but I can see you.
Spoiler: show
Image

Image

SuperAlex
2025 Egg Hunter
2025 Egg Hunter
Posts: 225
Joined: Mon Nov 02, 2020 3:02 pm
Flair: Spriting
Pronouns: He/Him
Contact:

Re: AirShip's Airship of Levels (Level Thread) New Level! Glacie's Lake.

Postby SuperAlex » Tue Mar 01, 2022 12:11 pm

AirShip wrote:
Tue Mar 01, 2022 11:23 am
Posted a new level guys, and deleted the old ones because they are outdated and no longer represent my current design level.
Hello Airship! In your new Level there are some difficulties to obtain the Star Coins, for example, the player has a Fire flower an when spinjump a Fish to get the Star Coins accidentally shoots a fireball to kill these fish

AirShip
Fuzzy
Fuzzy
Posts: 1085
Joined: Wed Jan 01, 2014 1:30 am
Flair: The Flying Ghost
Contact:

Re: AirShip's Airship of Levels (Level Thread) New Level! Glacie's Lake.

Postby AirShip » Thu Mar 03, 2022 9:18 pm

SuperAlex wrote:
Tue Mar 01, 2022 12:11 pm
AirShip wrote:
Tue Mar 01, 2022 11:23 am
Posted a new level guys, and deleted the old ones because they are outdated and no longer represent my current design level.
Hello Airship! In your new Level there are some difficulties to obtain the Star Coins, for example, the player has a Fire flower an when spinjump a Fish to get the Star Coins accidentally shoots a fireball to kill these fish

Huh, it never happened to me, so I thought it wouldn't be a problem for other players, but I understand your point, I'll fix it in the future.
Thanks for the feedback!

Mushroom King
Flurry
Flurry
Posts: 185
Joined: Sun May 25, 2014 5:09 am

Re: AirShip's Airship of Levels (Level Thread) New Level! Glacie's Lake.

Postby Mushroom King » Fri Mar 04, 2022 6:59 am

If I may add a comment from a purely aesthetic point of view, the background does not match the theme of the level. We can see green islands with palm trees on them, not exactly fitting in a snow themed environment.

AirShip
Fuzzy
Fuzzy
Posts: 1085
Joined: Wed Jan 01, 2014 1:30 am
Flair: The Flying Ghost
Contact:

Re: AirShip's Airship of Levels (Level Thread) New Levels! mountain and Jellyfishing Over It!

Postby AirShip » Thu Sep 21, 2023 11:14 am

I added two new levels which I don't intend to make any future updates or anything alike.

Enjoy!

----------------------------------------------


mountain - Bad2Good Level Contest First Place.
Level Info wrote:A level made for the Bad2Good Level Contest, I feel like I wasn't able to do exactly what I wanted with this level, mainly due to the fact that I had to stay true to the original level that I needed to base it on, unfortunately, I don't plan on doing anything else with this level, so I decided to publish it.
There's no main gimmick, just a calm romp.

Difficulty: Normal

enjoy!

Reviews:
(Bad2Good Level Contest) mountain by AirShip (48.25/50): show

Fun & Design: 28.25 / 30
Isomorphism & Creativity: 15 / 15
Polish & Aesthetics: 5 / 5

Original: a dark level
DisasterMaster wrote: The level’s name may be pretty plain, but its aesthetics and gameplay are anything but. You took the idea of a dark world and turned it into a hauntingly ethereal waterfall-filled cliffside. The neon appearance of the water and enemies highlights the bleakness of the surrounding mists. It beautifully contrasts the solid stone of the surrounding landscape.
This gives a whole new meaning to flying fish. They worked very well as both an in-water and aerial threat, especially when having to jump between bubbles. That being said, when the bubble is on its downward ascent, it can sometimes cause you to get stuck in place if you’re near the bubble’s top. This is bad news if you have a wave of incoming Blurps. I appreciate that you also included a secret exit for the more explorer-oriented.
This is wonderful example of a metamorphosis done right.

Fun & Design:29/30; Isomorphism & Creativity: 15/15; Polish & Aesthetics: 5/5
Total: 49/50
Radiance wrote: While the remake focuses more on the water parts, I think it works as the waterfalls from the original was replaced by aerial bubbles. I had a hard time navigating with aerial bubbles especially when the fish are around which makes some setups a waiting game but it's a minor issue. The aesthetics complemented the dark background. Really cool visuals and I think it's an excellent remake for the original level.

Fun & Design:29/30; Isomorphism & Creativity: 15/15; Polish & Aesthetics: 5/5
Total: 49/50
Shinbison-Kof wrote: This stage has a very interesting concept, which involves the use of bubbles that move in different directions. Compared to the original, it is an excellent remake, because it captured well the idea of being cliffs with water in a dark environment, and also, the idea of using bubbles to represent the main mechanic was excellent. About the gimmick, all setups were very well executed, because despite being a very simple mechanic, it doesn't become repetitive, because of the great notion of progression that was developed here. The level design itself is great, with a fair distribution of npcs, power-ups and checkpoints, besides that, the main gimmick was used in a fair way. The atmosphere is awesome, definitely my favourite here, my only personal complaint is the music, I didn't feel it matched that much even though it was excellent. My only problem with the level is related to the last setup, I think it would be interesting if it had only one octopus before, and then two to be more fair, since despite being the last challenge of the level, it becomes much more complex to dodge. Besides that, the variation of fish causes a certain confusion, because theoretically the red fish could indicate that they hurt when jumping on them, but in fact only 1 type of fish allows that, so in certain parts of the level where there is the possibility of boosting them is broken, because of this small defect. Furthermore, there are a few parts of the level where the physics of the moving bubbles do not favour jumping. Finally, I felt that the stage ended a little abruptly. Overall it is an excellent stage, great feeling of progress and difficulty curve, impeccable atmosphere and very fun!

Fun & Design:27/30; Isomorphism & Creativity:15/15; Polish & Aesthetics: 5/5
Total: 47/50
Sux wrote: What a beautiful level. It captured well the idea of a grey atmosphere in a stupefying aesthetic, the mechanics of swimming in waterfalls were adapted to bubbles, which fit the level better. Overall it has a fluid gameplay where the difficulty of the obstacles evolved consistently, despite some difficult jumps on the bubbles, especially when they are moving. I did not understand why there is a secret exit through the key, in case this copy is used in any episode, I must say it is very obvious. Anyway, outstanding work.

Fun & Design:28/30; Isomorphism & Creativity:15/15; Polish & Aesthetics:5/5
Total: 48/50
Medals:
Spoiler: show
Image
Image
Image
Image
Screenshots/Gifs:
Spoiler: show
Image


Image

----------------------------------------------


Jellyfishing over it - Art Inspirational Level Contest Third Place.
Level Info wrote:A level made for the Art Inspirational Level Contest, An experimental level I made with the sole purpose of annoying and frustrating anyone who dares try to beat it, inspired by the games Getting Over It and Only Up!

Difficulty: Easy (Technically speaking, since it is not possible to die in the level)

enjoy!

Reviews:
(AILC LEVEL CONTEST) Jellyfishing Over It With by AirShip (74.6/100): show
Petraheim wrote:Isomorphism (40/40)
Structure (24/30)
Creativity (19/20)
Fun (5/10)
Review:

Very bold of you to pick the most possible frustrating idea of a level and send it to a contest. I like that, though! The aesthetics are brilliant. It almost felt like the painting was based on the level and not the other way around. Everything in the presetation fits perfectly, from the direction of the filter in all the things in the stage, to the relaxing song, everything fitting perfectly with the original art, paired with the hell you put the player through in this torturous challenge. I don't have an issue with the high difficulty of the level, as I take that as an important part of the whole intent. However, I felt a little of irregular difficulty throughout the level. Some setups feel a lot harder than some others at weird moments, it wasn't a difficulty curve that gradually made the level harder/easier. It also felt to me like the level ended a bit abruptly, seeming like there might have been more planned, but with no time/ideas left. This might be just a feeling though. The use of the jellyfishes to climb on was extremely creative, it makes a perfect twist in this contest for an idea that isn't that novel. Had the design been a little less punitive, I would have honestly and sincerely had a lot of fun. Was that the intent, though? Or was it just to make me slam my head in the wall everytime Mario fell all the way to the bottom of the level?

Total (88/100)
DrMekar wrote:Isomorphism ( 35/40)
Structure ( 20/30)
Criativity ( 20/20)
Fun ( 8/10)
Review:
The level starts off using a very distinct and beautiful art style, well in rhyme with the music.
The inspiration for the level (aside from the image), the Game 'Getting Over It' in captured
quite well on an atmospheric kind of level and so is the frustraing side of it, which is not meant
in mean way of course.

The Image also was also used in a good way, even if I wished more would have been done with
the jellyfishes prominent on the image as the biggest hurdles for me personaly were often
the blocks.

Total: 83/100
55jedat555 wrote:Isomorphism (32 / 40)
Structure (11 / 30)
Creativity (10 / 20)
Fun (0 / 10)
Review: Absolutely stunning in terms of visuals, utterly boring and miserable in terms of gameplay experience; truly a world of
contrast. I immediately had high expectations for this level when I first booted it up and saw how gorgeous, unique and
polished it was aesthetically. You can only imagine how low those expectations plummeted when I realized what the level
was actually about. For starters, I think it's necessary I clarify that I'm not a fan of this "genre" of platformer
levels: a level whose entire design is effectively a sequence of somewhat precise jumps that feel bad to execute is not an
interesting level to me, and it's by default not going to bring me much enjoyment. And this level is just that, except it
also frequently throws a bit of climbing into the mix, those parts being disproportionally easier than the rest of the
obstacles. What this level actually shoots itself in the foot with though is the simple decision to include the layer
swayer library. I can kind of understand why it was included; it does enhance the floaty, surreal feeling of the
levitating blocks, but in turn it makes the actual platforming awful. Moving layers are amidst the jankier and less
pleasant things one can platform on: they influence your momentum in weird ways, they force unnecessary waiting when
they're out of alignment, and they cause a single frame of falling when they stop moving, which can and will occasionally
eat your jump and just outright screw you over. How much more enjoyable this level might've been if its platforming were
simply static isn't entirely clear, but I think the difference would be quite substantial. I couldn't bring myself to beat
this level legitimately all the way through; after what felt like hours of attempts, falling down, getting back, missing
jumps I'd cleared many times before due to layer misalignment, falling again and waiting longer, I was just so tired and
bored out of my mind that I couldn't be arsed to keep going. Definitely not my cup of tea, I'm afraid!
Total: (53 / 100)
Medals:
Spoiler: show
Image
Image
Video:
Spoiler: show


Image


Return to “Levels”

Who is online

Users browsing this forum: Amazon [Bot] and 3 guests

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari