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

- Posts: 1583
- Joined: Sun Sep 07, 2014 4:59 am
- Flair: hi!!!
- Pronouns: He/Him
Postby Waddle » Sun Nov 02, 2014 8:16 am
This level took... pretty damn long to make, but it turned out great. it has 3 stars, and 2 custom boss fights.
Screenz:

There's multiple outside sections aswell.

One of the gimmicks involves lighting up rooms.

Yup, kamek shows up to ruin your day.
This level is HUUUUUUUUUUGE, and so is the download.
Download:
http://www.mediafire.com/download/jj2un ... lagues.zip
Welp, encountered a stupid mistake already.. Download is fixed now.
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AirSeus
- Blue Yoshi Egg

- Posts: 1121
- Joined: Fri Feb 14, 2014 2:40 pm
- Flair: Ok no
- Pronouns: He/Him
Postby AirSeus » Sun Nov 02, 2014 1:54 pm
UnOfficial Review:
Pesky Puzzle Pyramid by: Waddle Derp
Design/Game-play
I would say that the design of the level overall is pretty neat, the different coloured parts of the level was nice as-well since it's a desert and deserts normally don't have different coloured sections but this fits in nicely with the pyramid. Game play wise, its a nice and smooth level to handle, and it handles pretty well to the desert theme and I normally think that desert levels are boring and a waste of time to create, but this changes the feeling for it. The bosses are neat aswell, the Kamek battle in the blue room seems a bit weird, what is shooting the magic, why is there cactus on the roof? But apart from that I am pretty happy with the two bosses.one other thing, how do you get in to the room in the third screen, it looks like you can only enter through the door, where do you come out into the room? Overall, nice level, decent game-play/design and a smooth design. Well done!
Score: 6.5
NPC Placement etc..
The NPC placement isn't really bad, but in some sections of the level, not really allot of NPC's I like the Dry Bones design, it really suits the landscape allot. But, another problem is that also in some areas, there is coin shortage, maybe you could sort that out? Backgrounds are good, I like the recolours are very well fitting as well, but, I don't see allot of different backgrounds, really the only background I really see allot is the cobwebs, cactus and the torches, but they do blend really good with the tile set and the background, no denying that. NPC 's overall are amazing, the NPC's give the desert feel to the level, especially the Dry Bones, they alone would give the 'dry, dead' desert feeling to the level, no really complaint about the NPC's overall except the placement in parts of the levels. Well done on that as-well.
Score: 5.7
Overall
Overall, the level was nice, smooth and has got the desert felling to it, the problems are a bit annoying and put the level down a bit. But other than that, the design, game play, NPC placement, etc was nice (ignoring the problems for this sentence), plus the background is very fitting, no improvements on the backgrounds. You did well on the level, but if you touch on these bugs, you sure would improve the scores quite abit! (especially the NPC placement because that affects how difficult, and no one likes a far too easy or far too hard level.
Overall score: 6.8
Very Good
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Waddle
- Tellah

- Posts: 1583
- Joined: Sun Sep 07, 2014 4:59 am
- Flair: hi!!!
- Pronouns: He/Him
Postby Waddle » Sun Nov 02, 2014 2:00 pm
AirSeus wrote:UnOfficial Review:
Pesky Puzzle Pyramid by: Waddle Derp
Design/Game-play
I would say that the design of the level overall is pretty neat, the different coloured parts of the level was nice as-well since it's a desert and deserts normally don't have different coloured sections but this fits in nicely with the pyramid. Game play wise, its a nice and smooth level to handle, and it handles pretty well to the desert theme and I normally think that desert levels are boring and a waste of time to create, but this changes the feeling for it. The bosses are neat aswell, the Kamek battle in the blue room seems a bit weird, what is shooting the magic, why is there cactus on the roof? But apart from that I am pretty happy with the two bosses.one other thing, how do you get in to the room in the third screen, it looks like you can only enter through the door, where do you come out into the room? Overall, nice level, decent game-play/design and a smooth design. Well done!
Score: 6.5
NPC Placement etc..
The NPC placement isn't really bad, but in some sections of the level, not really allot of NPC's I like the Dry Bones design, it really suits the landscape allot. But, another problem is that also in some areas, there is coin shortage, maybe you could sort that out? Backgrounds are good, I like the recolours are very well fitting as well, but, I don't see allot of different backgrounds, really the only background I really see allot is the cobwebs, cactus and the torches, but they do blend really good with the tile set and the background, no denying that. NPC 's overall are amazing, the NPC's give the desert feel to the level, especially the Dry Bones, they alone would give the 'dry, dead' desert feeling to the level, no really complaint about the NPC's overall except the placement in parts of the levels. Well done on that as-well.
Score: 5.7
Overall
Overall, the level was nice, smooth and has got the desert felling to it, the problems are a bit annoying and put the level down a bit. But other than that, the design, game play, NPC placement, etc was nice (ignoring the problems for this sentence), plus the background is very fitting, no improvements on the backgrounds. You did well on the level, but if you touch on these bugs, you sure would improve the scores quite abit! (especially the NPC placement because that affects how difficult, and no one likes a far too easy or far too hard level.
Overall score: 6.8
Very Good
I was expecting something a bit better, to be honest. The npc placement.. Eh. I didnt think it was too bad, really. And also, in the second category, you say that everything was nice, but you gave me 5.7/10. Could you explain why?
Anyway, thanks for da review.
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AirSeus
- Blue Yoshi Egg

- Posts: 1121
- Joined: Fri Feb 14, 2014 2:40 pm
- Flair: Ok no
- Pronouns: He/Him
Postby AirSeus » Sun Nov 02, 2014 2:03 pm
AirSeus wrote:UnOfficial Review:
Pesky Puzzle Pyramid by: Waddle Derp
Design/Game-play
I would say that the design of the level overall is pretty neat, the different coloured parts of the level was nice as-well since it's a desert and deserts normally don't have different coloured sections but this fits in nicely with the pyramid. Game play wise, its a nice and smooth level to handle, and it handles pretty well to the desert theme and I normally think that desert levels are boring and a waste of time to create, but this changes the feeling for it. The bosses are neat aswell, the Kamek battle in the blue room seems a bit weird, what is shooting the magic, why is there cactus on the roof? But apart from that I am pretty happy with the two bosses.one other thing, how do you get in to the room in the third screen, it looks like you can only enter through the door, where do you come out into the room? Overall, nice level, decent game-play/design and a smooth design. Well done!
Score: 6.5
NPC Placement etc..
The NPC placement isn't really bad, but in some sections of the level, not really allot of NPC's I like the Dry Bones design, it really suits the landscape allot. But, another problem is that also in some areas, there is coin shortage, maybe you could sort that out? Backgrounds are good, I like the recolours are very well fitting as well, but, I don't see allot of different backgrounds, really the only background I really see allot is the cobwebs, cactus and the torches, but they do blend really good with the tile set and the background, no denying that. NPC 's overall are amazing, the NPC's give the desert feel to the level, especially the Dry Bones, they alone would give the 'dry, dead' desert feeling to the level, no really complaint about the NPC's overall except the placement in parts of the levels. Well done on that as-well.
Score: 5.7
Overall
Overall, the level was nice, smooth and has got the desert felling to it, the problems are a bit annoying and put the level down a bit. But other than that, the design, game play, NPC placement, etc was nice (ignoring the problems for this sentence), plus the background is very fitting, no improvements on the backgrounds. You did well on the level, but if you touch on these bugs, you sure would improve the scores quite abit! (especially the NPC placement because that affects how difficult, and no one likes a far too easy or far too hard level.
Overall score: 6.8
Very Good
Reasons are Underlined and bolded and thank you, this is my third review 
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Waddle
- Tellah

- Posts: 1583
- Joined: Sun Sep 07, 2014 4:59 am
- Flair: hi!!!
- Pronouns: He/Him
Postby Waddle » Sun Nov 02, 2014 2:28 pm
Myah, its SUPPOSED to be an empty tomb level, and i thought there were too many npcs :3
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silent_
- Birdo

- Posts: 2151
- Joined: Fri Dec 20, 2013 3:34 pm
Postby silent_ » Sun Nov 02, 2014 3:20 pm
Can I just add something, AirSeus? You averaged the score wrong. This level should have gotten a 6.1.
Anyways, the screenshots look great. I'll be sure to check this out.
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Waddle
- Tellah

- Posts: 1583
- Joined: Sun Sep 07, 2014 4:59 am
- Flair: hi!!!
- Pronouns: He/Him
Postby Waddle » Tue Nov 04, 2014 1:46 am
Encountered another Graphical error, download fixed naow.
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underFlo
- Wart

- Posts: 4456
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Contact:
Postby underFlo » Sun Nov 09, 2014 1:26 pm
Pesky Puzzle Pyramid by Waddle Derp - Review
Looks and Atmosphere
This level felt kinda bland to be honest, torches, spiderwebs, cacti and clouds were about all the BGOs you used. Also, you should either change the SMW Hit Block and Turn Block to the SMB3 Hit Block and Brick Block, since as it is right now, a SMB3 Special Block truns into a SMW SMB3 Recolored Hit Block when hit, which is kinda weird.
In the corners there's cutoff.
The Snifits felt kinda out-of-place with all the SMB3 enemies since their size and everything is completely different. Also, there was a whole bunch of custom GFX in the level folder, but a whole lot of it went unused. It might make some computers lag.
The Rinka Sprite-Swaps were really hard to see in combination with the dark blue background, you should probably make them thicker and the colors a little brighter.
Aside from that, you got the theme really well. It looked like you were in Pyramid, and I liked the recolors for the darker pyramid.
And now the music. Honestly, I can't judge this objectively because nPaper Mario freakin' Sticker Star. Yes. Nah, but seriously, it fit really well, only thing is that you used older versions (as can be seen by the walking noises in the beginning of the inside Pyramid theme). Here are direct game rips.
So, Looks and Atmosphere gets a
6.25/10
Design and Gameplay
Hmm... I wasn't too bought on it. Most of the traps almost always kill you the first time through, and if you fall down on the second-to-last pit on Section 4, there's no way to kill yourself. I'm generally not too fond on the idea of not having the munchers everywhere on the ground, since sometimes the player thinks he found a secret but actually is now trapped and has to restart. I didn't really like how you had to replay the whole level after collecting a star, you could've just made all of them except the one w/o boss SMW so the player can continue after killing a boss. I thought the Bowser Jr. boss to be to easy and the Kamek boss to be too hard. There were three Rinkas and the Snifit shot bullets, and you had to kill him twice. Maybe make it only two rinkas. I still haven't understood what made the block to darken the things again appear,a dn the trap room with the Dry Bones generators was unfair, especially since, after the red coin appears in the other tomb room, my first thought was that it had to do with the trap room. It was especially annoying to redo everything after getting killed on a boss, since most of the fun comes from figuring out the puzzle. That's one thing that bugged me. Normally, puzzle levels aren't too hard and in some you can't even die. That's because, as I said, the fun in a puzzle level has a different source then fun in a normal level, and you kinda mixed both kinds of levels together, and imo it didn't really work out. I died so often at the Kamek battle, that after the 5th death I just put the yellow Switch block right in the beginning so I didn't have to redo all of this. Either have it so one part is puzzle and one part is action and both are seperated by a midway point, an don't mix them around as you did, especially regarding the traps. On one of my first attempts, I was near the end of figuring out, and died in a trap. That just feels stupid. The Snifits at the top of section 4 also felt a little unfairly placed. And if you think about it, the puzzles were just mindlessly running around and doing all kinds of stuff, hoping something does something, and sometimes you didn't even knwo you even did something.
So, Design and Gameplay gets a
4.25/10
Verdict
While the puzzles in itself weren't that bad, it was sometimes unclear what of what you did did what now, and it ha dsome unfair enemy placmements and traps, which made me die and have to redo the whole thing, aswell as a boss that's too hard imo.
That's why my final verdict for this is
4.92/10
Moved to Average
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