Ludwig's Flaming Fortress by Ludwig von Koopa - Review
Looks and Atmosphere
Eh, it was your general fiery castle. The tileset you used was the same all the time and red and grey were clearly the dominant colors. Not really anything outstanding, but you also didn't commit any notable errors.
The music was alright, but did feel a but too epic and orchestral imo.
6.5/10
Design and Gameplay (counts double)
Whoo boy, that's an interesting one. It really felt like I was playing 5 levels at once. But let me explain:
The first section is pretty much "get the springboard to then backtrack and advance". Nothing wrong with that, alright. But then there's this:
The first time through I thought that was a pipe you could enter because of its convenient placement - I mean, it's hard to get to, and you just got a springboard. But nope, only aesthetical. Ceiling pipes that don't serve a purpose but are arranged in a way that would make sense gameplay-wise aren't too good game-design since, especially if they're hard to get to, the player can easily lose many lives attempting to get to the pipe.
This again is something I didn't quite like. The way the enemy is placed makes me try to jump on it by instinct, but there's a wall directly over the door, and if I attempt to jump on the Dry Bones, he instead gets me since the wall is so far down. Even after committing the same mistake multiple times, I still do the same thing. It may really just be me, but areas like this are annoying to navigate through in general. Then we get moving platforms, one of which is bouncing on lava and is even going under it at its lowest spot, this was an enjoyable part of the level. I feel like this is the best place to mention this: Aside from certain sections that are meant to utilise certain gimmicks, like the aforementioned platform, the gameplay feels really samey. It all just feels like doing the same all over again, and these parts make up a good 50% of the level.
Then there's spinjumping on Saws which could be a good gimmick for a level, but sadly this, too is abandoned after the section. There's also gravity-defying fireballs all like
After that there's a boss which is incredibly easy since you just have to stand on the edge and jump on the boss' head whenever he gets near you.
The next section is pretty meh, not really anything special.
After that we get climbing around a firebar which isn't really that hard once you figure out how to avoid it easily, and more of the samey enemy layout.
After that there's a boss that I don't seem to get the pattern of and that just seems annoying and random. I didn't really feel like I accomplished anything after beating him.
Then there's more firebar climbing which works the same way as last time, and more of the same.
Then... there's the final boss of the level? Where was the checkpoint? The level was fairly tough (or I just didn't play SMBX in a long time), so I feel like a CP would've been appropiate between the 1st and 2nd midboss.
The final boss isn't really fun or anything tbh, using the same boss AI twice in succession isn't really fun and more annoying, especially if there are no checkpoints.
4.5/10
Verdict
An alright level that meshed together a lot of gimmicks without really developing any of those to their fullest, which is kinda disappointing. If you focused on one of them this would've been a pretty good level!
5.17/10
Moved to Average