Colour Coded Castle

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

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Waddle
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Colour Coded Castle

Postby Waddle » Mon Sep 08, 2014 2:58 pm

Yeah, Creative name. I know. PLSDONTJUDGEME. Anyways, this level I've considered my best for quite some time, not anymore though. It's a factory-ghosthouse-castle crossover, that utilizes a special Switch gimmick.
Screenies:
Spoiler: show
ImageImageImage
Download link: (Hah! it WORKS now!)
https://www.mediafire.com/?9938nih8u2zi59z
CREDITOS (CALAMARI):
Spoiler: show
Dark castle tiles+background: raster
Colour switches, blocks, boucning stars & Taptaps: Airship
Larry statue: Valtewwi
Coloured SMB3 lamp: Me
Musics used:
Spoiler: show
YI Castle
YDS Before-boss room
YI Boss
Oops! I noticed I forgot to mention one thing; the stars INSIDE the castle tiles were done by airship.
Enjoy!
Last edited by Waddle on Mon Sep 15, 2014 3:26 am, edited 2 times in total.

bossedit8
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Re: Colour Coded Castle

Postby bossedit8 » Sat Sep 13, 2014 4:10 am

Playthrough Made:



Original Link: http://www.youtube.com/watch?v=4LE_1oS8vtc

AirSeus
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Re: Colour Coded Castle

Postby AirSeus » Sat Sep 13, 2014 4:22 am

I really like the fact that the boss is a statue, I never see that!

Plus I really love the colour coding itself, it presents a good challenge for users! ;) Well done!

zioy
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Re: Colour Coded Castle

Postby zioy » Sat Sep 13, 2014 1:39 pm

This actually looks really good IMO

Marina
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Re: Colour Coded Castle NEEDS REVIEW

Postby Marina » Fri Oct 03, 2014 9:34 am

Colour Coded Castle

Gameplay: 3/10

This level had made some interesting attemps on polishing up the switch gimmick, but it wasn't really hard and was more of a trial-and-error thing, which made it kinda annoying, since at one point you sent the player back to an annoying switch block part where you had to wait like 30 seconds to get through, and at another point you put the player in a situation where he had to go through the door he entered through two times to progress, which was kind of a dick-move to pull. Then at another point you put the player in a room with a wall and gave the player NO INDICATION WHATSOEVER what to do to progress. It wasn't untill I accidentally hit the invisible block that made the wall disappear, that I actually knew what was going on. At another point there was a room where the background wasn't distinguishible from the floor at all, and it was really hard to navigate through. The boss fight also attempted to be refreshing, but the four blocks didn't really do anything, except for hurt Larry if it was timed right.


Design: 4/10

The design of this level over all was pretty neat, the colorful stars in the wall made this level more lively, and I liked the color palette of the castle walls.
The music underlined the castle atmosphere, altough the boss music didn't really fit a generic Larry fight, it was still pleasing to hear YI music.

As I already pointed out though, at one point the background was indistinguishable from the ground and it was really confusing, I suggest making the background a bit darker.

The idea with the trial-and-error door rooms was okay, I wouldn't do it more than twice though, as it gets both confusing and annoying for the player.


NPCs: 4/10

This level wasn't hard, but it certainly had it's weaknesses NPC wise. For instance you already blind-jump on the first NPC that just so happens to be hurtful for the player if jumped on.
At another point it was almost impossible to get over a Tap Tap.

As for Powerups, you got one in the beginning of the level, and that's it. It's not impossible to beat the level like that, but it was annoying, as there wasn't a checkpoint either.


Over all this level was okay, it wasn't bad, but it wasn't amazing either. It tried some interesting stuff but didn't execute it well. 3.6/10, moved to Average.


Last bumped by Waddle on Fri Oct 03, 2014 9:34 am.


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