Official community level contests.
Moderator: Userbase Moderators
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PROX
- Van De Graf

- Posts: 1974
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Sun Sep 03, 2017 2:41 pm
Yeah, my level definitely deserved those scores. Oh well, at least I have some new ideas
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Yoshi678
- Buster Beetle

- Posts: 84
- Joined: Sat Aug 22, 2015 4:40 pm
Postby Yoshi678 » Sun Sep 03, 2017 3:05 pm
My goal of top 20 might actually happen... wow. I'm not in Tier 2. I'll be extremely surprised if I get past Tier 3 though. I don't feel that my level is... unique enough to get quite there. It doesn't have any notable gimmick. I just tried to make an admittedly safe but fun level.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Sun Sep 03, 2017 3:07 pm
High Tier two is still good though.
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ivanmegafanboy
- Flurry

- Posts: 175
- Joined: Wed Aug 12, 2015 11:47 am
Postby ivanmegafanboy » Sun Sep 03, 2017 3:20 pm
Bossedit in such a low tier? Wow.
On a side note, when I beta-tested sleepyLundus "spaghetti"; I actually liked the platforming over rotatory disc attached layers, because the jumps relied on knowing how to make the wonky physics to work in your favor, because it is possible and they are not that unpredictable. Also, I loved the surreal ASMBXThing-esque aesthetic.
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bossedit8
- Banned
- Posts: 6838
- Joined: Fri Dec 20, 2013 12:35 pm
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Contact:
Postby bossedit8 » Sun Sep 03, 2017 3:27 pm
I don't mind being this low. Level was nothing much of a speciality anyway but to see where it lands along with other participants here. It was fun nonetheless.
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Black Mamba
- Boss Bass

- Posts: 1253
- Joined: Thu May 29, 2014 6:11 pm
- Pronouns: They/Her
Postby Black Mamba » Sun Sep 03, 2017 3:27 pm
My rhomp placed way higher than I expected
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Sun Sep 03, 2017 4:50 pm
Go camping for four days; level not in released tiers...yay!
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Superiorstar
- Birdo

- Posts: 2153
- Joined: Tue Jul 22, 2014 5:49 pm
Postby Superiorstar » Sun Sep 03, 2017 4:54 pm
Welp it looks to me that my level didn't make it as far as I'd think, no worries though there is always another contest!
Good luck to all in tier 3.
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Valentine
- Silver Yoshi Egg

- Posts: 2049
- Joined: Wed Jan 01, 2014 6:50 am
- Flair: evil device
- Pronouns: She/They
Postby Valentine » Sun Sep 03, 2017 5:49 pm
I predict that I'm the first level in tier 3
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Sun Sep 03, 2017 6:13 pm
Sanct wrote:I predict that I'm the first level in tier 3
Your profile picture seriously fits with all your posts.
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RhysOwens
- Nipper

- Posts: 423
- Joined: Fri Apr 22, 2016 2:53 am
Postby RhysOwens » Mon Sep 04, 2017 2:52 am
Surprised I haven't made a place in 23-46. I thought my level was gonna be worse.
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Quill
- Rydia

- Posts: 812
- Joined: Tue Dec 03, 2013 12:51 pm
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Contact:
Postby Quill » Mon Sep 04, 2017 7:15 am
Somehow, there are FOUR ties throughout the contest. That is... kinda incredible.
Luckily, there isn't a tie for first place.
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bossedit8
- Banned
- Posts: 6838
- Joined: Fri Dec 20, 2013 12:35 pm
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Contact:
Postby bossedit8 » Mon Sep 04, 2017 7:28 am
Wow that is surely surprising! :o
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Zipper
- Ripper II

- Posts: 354
- Joined: Wed Aug 12, 2015 11:31 am
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Contact:
Postby Zipper » Mon Sep 04, 2017 7:41 am
waiting for those sweet ties (and my placement so that I can post my final ohoho today)
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Radiance
- 2025 Egg Hunter

- Posts: 1354
- Joined: Thu Dec 10, 2015 7:53 am
- Pronouns: he/him
Postby Radiance » Mon Sep 04, 2017 7:47 am
So there are 3 ties left?
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Zha Hong Lang
- Nipper

- Posts: 445
- Joined: Thu Jun 22, 2017 10:14 am
Postby Zha Hong Lang » Mon Sep 04, 2017 8:33 am
Quill wrote:Somehow, there are FOUR ties throughout the contest. That is... kinda incredible.
Luckily, there isn't a tie for first place.
less ties more tiers
(nah, go ahead and take your time. I'm being silly.)
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Quill
- Rydia

- Posts: 812
- Joined: Tue Dec 03, 2013 12:51 pm
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Contact:
Postby Quill » Mon Sep 04, 2017 9:13 am
(I'm going to miss my post count being 777. Oh well.)
Placements 22-11
22. ivanmegafanboy - Heliotrope Yard Citytops (5.8/10)
- Aristocrat (4.5/10)
- Design: 20
Creativity: 10
Aesthetics: 15
Review: On today’s forecast, looks like lots of enemy spam, projectile spam, enemies-with-projectile spam… did we mention enemy spam? In addition to that, there appears to be an upcoming front of abstrusely long and complex level design where nothing really goes on (other than the enemy spam of course) and it drags on for like five minutes. Then to top it off there’ll be a vanilla boss with more enemy spam and then flavor no one really cares about because by the time the player reaches that point they’ll be too frustrated and/or bored to really give a damn. Bonus point because at least it looks somewhat unique.
FrozenQuills (7.2/10)
- Design: 29/50
Creativity: 24/30
Aesthetics: 19/20
Review: I felt like I was playing a completely different game, wow.
This was an expansive level done mostly right. It sprawls everywhere but every path eventually
leads to the exit. It was also super unusual in that pretty much every enemy is new and customized
to do a variety of attacks. The enemy design certainly is creative.
However, I have some issues with the level. The enemies attacks can sometimes become too much to deal with,
and this is very evident in the elevator portion of the level. I really needed more than two mushrooms
in that section, and it just keeps throwing more and more enemies at you. I actually had an easier time
with the "bonus flying section" way to get to the top rather than the intended elevator way.
Furthermore, I felt like you could introduce everything a bit better. Those white enemies throw way too
many rings at you as well, and most of the time I just waited for them to finish before moving on.
But still, I enjoyed how much you can explore, and the tech and concept are really good. It's just that it
needed polish in some areas.
Quill (6.3/10)
- Review: The elevator section and the small boss gauntlet towards the end of this level let it down. The elevator was neat at first, but it dragged on for far too long and got pretty projectile heavy at the end. It’s a shame, because everything before it was pretty great. The new enemies complimented the level well, though it wasn’t so obvious at first what they did and how they could be hurt, but they were still neat. The level offered alternate paths with different things to do which I thought was great, adding a type of replayability you don’t really see in SMBX levels much anymore.
Design: 33/50
Creativity: 19/30
Aesthetics: 11/20
Sorel (6.7/10)
- DJ Luigi, coming to a club near you.
The branching paths remind me of the Genesis era Sonic games, which was a neat touch.
The variety of different patterns of the Shy Guys was pretty interesting, but it often felt like a bit
spammy, especially the elevator path.
tl;dr: solid level, but decrease the enemy spam.
35/18/14
Spinda (5.4/10)
- The unique enemies had some pretty cool ideas amongst them, but unfortunately they were rarely used to their full potential. Aside from these enemies, most of the level was pretty basic and would greatly benefit if the focus was on unique interactions with the enemies moreso than just showing them off.
20/20/14
Tltimelord (5.8/10)
- My first impression was: wow, these are some pretty awesome custom enemies. My second impression was: wow, this is frustrating. Overall, the level is rather confusing as their are several straight paths that take you to the same spot. As someone who played this blind, I wouldn't be ablet to know which one is correct. Don't make your player guess! As for the placement of the enemies, sometimes they were placed rather cleverly, but other times the combination of the custom enemies made for some unfair moments. Maybe it's just me sucking at playing. As for the aesthetics, the background is really nice and the music fits really well. The decoration takes away from the visuals a little but otherwise it just felt like a colorful, happy Megaman inspired level. With a combination of overly tricky enemy placement & few powerups, it felt rather unfair and confusing to play.
Design - 2.5/5
Creativity - 2/3
Aesthetic - 1.3/2
Waddle Derp (4.7/10)
- This level managed to combine emptiness with enemy spam yes somehow it still remained rather uninteresting. The enemies don't really add much to the experience, and neither does the boss. The level design is very intricate and feels much larger than it is which amplifies the empty feeling I mentioned. The enemies themselves were pretty neat so perhaps the level could have tried to focus more on them and find more exciting ways to use them.
20/15/12
21. Sanct - Castle Corridor (5.828571429/10)
- Aristocrat (4.5/10)
- Design: 30
Creativity: 5
Aesthetics: 10
Review: Uh Oh! Looks like the castle has been invaded by Scary Mr. Skelingtons!
They are all over the place where they do little more than act as snifit replacements with weirder hitboxes and wackier sound effects! In addition to that, the castle is now full of mean traps where not knowing the right direction can get you in trouble easily!! Better watch out, because after the midpoint, a lengthy section full of dangers that is tedious to go through awaits you!!!! But don’t worry, because the music is really spooky and fun to listen to!
FrozenQuills (7.3/10)
- Design: 41/50
Creativity: 19/30
Aesthetics: 13/20
Review: An unexpectedly well executed level.
I wasn't expecting much mileage out of those skeleton guys, but the
design surprised me. You actually made some pretty engaging setups with
the parakoopas, podoboos, grinders, and skeleton enemies throughout
the level. Not only that, but there is a very apparent difficulty curve,
which made the gameplay feel very fluid. The nets and koopa hopping parts
were also pretty creative.
My only big issue is that the ceiling is too low for dodging some of the
obstacles in the last net section, but it made for a good final challenge
anyway.
So yeah, great job with designing this. The concept itself isn't that
creative and it's not impressive aesthetically, but this is secretly well
designed.
Quill (7.2/10)
- Review: One thing I really enjoyed about this level was the enemy placement. Every enemy was placed in a way that truly made them an obstacle, but it wasn’t unfair in the slightest. There were times where I had to plan out my movement quickly, which did slow things down a tad, but the level was designed well enough to allow some room for error while offering a manageable difficulty. Though there were some more difficult segments where there wasn’t a powerup in sight, neither at the start or the end of that area, which I think could have helped balance the difficulty for those areas a little better. Some additional variety would have been appreciated too, as although spin jumping on saws is fun, it gets a little tiring when you have to do it consistently without much added variety. Overall though, this was nicely designed and fun to play.
Design: 43/50
Creativity: 19/30
Aesthetics: 10/20
Sorel (5/10)
- Why won't these damn skeleton archers drop their soul?
It feels and plays like a SMW castle for the most part but the name and the music are from
Castlevania, so I was expecting a bit more Castlevania related stuff further down the line.
tl;dr: bit rompy, but solid enough...? needs more interesting stuff to it, though.
27/11/12
Spinda (5.5/10)
- The skeleton archers were used pretty well, but the difficulty curve felt kind of inconsistent and some setups didn't really evolve in any way, for example the part where you had to do small jumps on some Koopas. For a level where the skeleton archer was the one asset that seemed kind of out-of-place, I feel it could be used a bit better. Some of the ways its arrows are used work pretty well but at other times they barely pose a threat.
30/15/10
Tltimelord (6.4/10)
- This was an incredibly frustrating experience but 80% of it was my fault because I'm a bad player. There's a few spots where the jumps are annoying because there's little reaction time to the skeletons. However, challenges and jumps are really strategically done and some of the hardest spots were before the midpoint so the midpoint felt very well deserved. Aside from a few stupidly hard spots and a couple leaps of faith the tricky spots are pretty cleverly planned out and while it's really hard, most of it is the player's fault for screwing up. It kinda sucks how abruptly it ended though, I was itching to play more! There didn't really seem to be any focus on the aesthetic and that took away from the experience a bit, but otherwise it was a surprisingly fun level, as annoyingly difficult as it got for me personally.
Design - 3.6/5
Creativity - 2/3
Aesthetic - 0.8/2
Waddle Derp (4.9/10)
- For a level which focuses around one custom NPC it's kind of sad how it doesn't even have a death effect :c The level also felt somewhat inconsistent in its difficulty; incredibly clutch fence setups would be followed by large, open and empty areas with one enemy in them. There also isn't much progression gameplay-wise and the level ends very abruptly.
30/10/9
20. glitch4 - Mushroom Sky (5.9/10)
- Aristocrat (5.5/10)
- Design: 30
Creativity: 15
Aesthetics: 10
Review: If you take the second pipe in the entire level ever you immediately find the section with the secret star, which also looks like a completely different level because it has nothing to do with what happened before. Ok so like I see an attempt at providing a theme for the level here, but it has no real direction and it’s just a bunch of obstacles in a row that are remotely lineguide themed. Could’ve had more thought put into it but also could’ve been worse. Overall very alright.
FrozenQuills (6.2/10)
- Design: 33/50
Creativity: 15/30
Aesthetics: 14/20
Review: This is just like a normal VLDC entry in SMW.
It's simple and pretty good overall, and most of the obstacles require at least
a bit of thought in overcoming them. The line guide platform rides were good as well
as the dragon coin placements. The boss is also pretty challenging simply due to how
the arena is structured.
The secret exit is basically a p-switch run while keeping yoshi, and while it didn't
really get complex, it was still good and fun to play through.
In the end, this level is a basic, but pretty well executed. It could have a more
apparent difficulty curve though.
Quill (6.7/10)
- Review: This was a good level. It felt almost like a traditional Mario level, which made it fun to run around in. The sawblades were used surprisingly effectively and were fairly placed while providing a decent challenge. The second half of the level did feel too similar to the first, using familiar elements but not keeping them fresh which was a shame, but it was still fun. The boss wasn’t anything special, but the bullet bills was a fair way to increase the difficulty of an ordinary Birdo fight. I enjoyed the P-Switch run too, as it was surprisingly interesting and proved to be a fun challenge. Overall, good job.
Design: 39/50
Creativity: 18/30
Aesthetics: 10/20
Sorel (4.8/10)
- His name is Eric.
For the most part this is a rompy SMW styled level, which is focused on sawblades and line-guided
platforms. While there is nothing wrong with that, it just falls a bit flat, and the random Birdo
fight at the end doesn't help its case.
tl;dr: spice it up a bit, and add a more thematically fitting boss.
24/12/12
Spinda (6.1/10)
- This level was pretty neat! The different ways the saws were used were mostly rather interesting. Although not all of them were inerently harmful, their mere presence can also be used effectively. The boss, however, didn't fit this level at all and wasn't really fun to fight. The rope graphics for it also had pretty weird collision.
33/14/14
Tltimelord (6.6/10)
- What a nice level that doesn't do much of anything special. I found myself liking the level, but I felt like it could be much more successful as a level in a project, not a standalone level. It's got a good difficulty progression leading up to the midpoint. The theme of the level is a real basic one done a thousand times, but line platforms and anything of the sort always seems to be fun. I guess the second biggest issue the level has is that it's easy to break the p-switch race by going over the paths since part of the p-switch paths is closed in. The biggest issue is the birdo boss... in a heavily SMW level. The bullet bills are in such a place that it's virtually impossible to dodge them while grabbing birdo eggs.
Design - 3/5
Creativity - 2/3
Aesthetics - 1.6/2
Waddle Derp (5.4/10)
- Astonishingly okay SMW romp. Aesthetics were cute, and I can't say I expected a birdo boss at the end!!! The level just kind of.. went, though. Platform rides were uneventful and the grinders weren't really threatening at all.
30/10/14
19. RhysOwens - The Lost Temple of Nifito (6.085714286/10)
- Aristocrat (7/10)
- Design: 35
Creativity: 20
Aesthetics: 15
Review: Lost? But it’s right there……
So like, I like the concept of the catapulting platforms that you have to stand on, and I really wish you would’ve done more with it. It’s just kind of the same thing over again except you have to jump more precisely when getting off the blocks, so like,, kind of feels like wasted potential. The boss was, well, there. I like how you find a way to shoehorn the mechanic into the boss fight, but other than that, it was just killing a sniffit over and over again. Well, this level was quick and painless, next time maybe try to get out of your comfort zone and try to aim for more.
FrozenQuills (7/10)
- Design: 35/50
Creativity: 20/30
Aesthetics: 15/20
Review: A basic but well made level.
This level really abided to that four-step-pattern-for-level-design motif, and as a
result it's pretty fluid and good. The turnip throwing, hot plants, and the projectile blocks
were introduced and expanded upon well. There is also a very apparent difficulty curve
as the movements you need to do got more dangerous as the level went on.
The boss is pretty nice as well, but a bit underwhelming. You basically just get to the turnips
and throw them back at snifits without much effort. Though, I really do appreciate the fact
that it basically uses all the significant elements in the level together.
So yeah, this is a pretty good level, though it unfortunately didn't "wow" me enough to
rate it super high.
Quill (5.6/10)
- Review: This was alright. Having to backtrack for a bit at the start was a bit of a pain, but at least the section was small. As for the rest of the level, it was fairly solid, with some interesting design choices that helped keep things fresh for the player. The boss was pretty average, not offering any form of attack with the main obstacle being getting the items to attack back. I didn’t find it that interesting to be honest. Overall, it was pleasant enough.
Design: 28/50
Creativity: 16/30
Aesthetics: 12/20
Sorel (6/10)
- Praise Niftio
A rather short, SMB2 themed level. It's not that remarkable, really, other than the pipe-launched
blocks you can stand on.
tl;dr: expand on the gimmick, and make it longer.
32/16/12
Spinda (5.7/10)
- The fact that the block cannons don't shoot when the player is on top of the cannon feels pretty weird and doesn't fit with how they are used. You can consistently jump on them if you move slightly away of the vase, but it still feels kind of wrong. That said, it is an interesting concept that feels kind of underutilized. Section 4 felt kinda weird in that the way up the ladder is way easier than the other way and is rewared with a 1-Up. The use of plants as lava made for some collision that felt pretty weird and the part where you had to carry a Shy Guy through some lava plants didn't really fit with most of the level's other parts. The boss was interesting at first but didn't really change all that much up until the last hit when it feels like it's far too easy to get everything cluttered with Snifits and everything just kind of sucks. Aesthetically this level was pretty alright but the big enemies looked kinda strange.
30/12/15
Tltimelord (5.3/10)
- Kinda cute level. The temple's got a few kinks to it, like the block cannons (I liked this gimmick) and the intricate placement of instakill blocks disguised as plants (I didn't like this gimmick). General placement of enemies is a little silly sometimes. I didn't like the last stretch of section 4 where the snifit stretch leads to a 1up while the lava nipper area does not. The nipper side is a lot more challenging but ends up being a lot less rewarding and I found that a little rude to the player >:C. The boss is a little silly when it comes to basic mechanics, but I liked the idea of grabbing the item to hit the boss a bit more difficult each time, albeit if it's a little tedious. When it comes to the aesthetics, everything looks alright. The insides look a little empty but the outside areas for the most part look fine. The 8bit music really doesn't fit throughout the entire level. The default smb2 music would have worked just fine.
Design - 2.4/5
Creativity - 1.8/3
Aesthetic - 1.1/2
Waddle Derp (6/10)
- This level wasn't very exciting but it was still enjoyable to play. The platform gimmick was quite fun at first but was then repeated without much altering and therefore got rather boring after a while. The boss was cute but nothing special, either. It didn't pose much of a threat, too. Not much else to say here except try to find ways to make the gimmick challenging in new ways rather than copypasting one setup.
30/20/10
18. Shinbison-Kof - Tribal Totem Trouble Volcano (6.142857143/10)
- Aristocrat (7.4/10)
- Design: 32
Creativity: 25
Aesthetics: 17
Review: A bit unsure in terms of direction this level wants to take, but you can almost see something like main mechanics forming. I liked the use of platforms throughout the level, and the geyser rides, especially with the climax at the end were very fun. I would’ve liked to see more of those lineguide platform arrangements since that was really cool, but I’ll content myself with the amount I got.
FrozenQuills (6.7/10)
- Design: 31/50
Creativity: 18/30
Aesthetics: 18/20
Review: Ah yes, the classic Shinbison-style of level.
This was a pretty nice level. I really liked how you introduced the new
volcano gimmicks such as the skull platforms and "eruptions". It really
helped bring out the environment and aesthetics. In terms of design,
I especially enjoyed the part with the many skull platforms with line
guides.
However, the design kind of falls after the midpoint and instead more
effort was put into the aesthetics (the sinking ground, the rocks,
etc.) There really wasn't an evolution with the gimmicks from before
aside from a typical rising lava section at the end, which was mostly
just jumping up quickly. The dragon coins also didn't bring much
to write home about aside from exploration.
So while this level is beautiful as a whole, it could have done
way more in the creativity department with its gimmicks, as
only the skull platform parts felt developed.
Quill (5.9/10)
- Review: The sign that says ‘look these arrows, because in these places will happen something' pretty much sums up my main complaint about this level. The level keeps telling the player what is going to happen, rather than letting them experience and react to the event and then decide how to proceed forward. The level was pretty lengthy too with only a mediocre amount of variety between sections; not enough to justify the length. One of the sections can easily be scrapped completely. It’s still a fun level to play through however, but it didn’t really wow me, that’s all.
Design: 30/50
Creativity: 16/30
Aesthetics: 13/20
Sorel (6.6/10)
- We all have a bad grammar... maybe?
The level had quite a bit charm, gotta admit, but it was inconsistent sometimes.
The totems with arrows above them sunk when you stood on them, but so did greyish black stone platforms,
and these didn't have any indicators. It took me off guard the first time, and I got subsequently killed
by lava thanks to that.
Also the rising lava section at the end wasn't challenging at all since the lava rises at such a sluggish
pace that it can't possibly catch up to you even if you don't go that fast.
tl;dr: more consistency (maybe remove the arrows altogether and add proper visual indicators on the objects
themselves?) and rebalancing of the rising lava section.
32/18/16
Spinda (5.5/10)
- This level was... alright. It was mostly your traditional romp with the effects used feeling pretty fake. The totems used felt kinda out-of-place, and the rising lava was ultimately really harmless and barely hindered the player. The section with the volcano starting to erupt had some interesting setpieces but they ultimately felt pretty forgettable.
28/13/14
Tltimelord (6.5/10)
- Ok, so I found the platform gimmick in the first half really fun! Why did you not touch it for the entire second half?! It ends up making the level feel rather inconsistent. And let's be honest, those special effects, as hard as I imagine you tried on them, they ended up looking rather corny. They weren't necessarily needed as you could have further expanded upon the cycle of platforms as you had a really good progression going on with them! Oh well, the level play just fine otherwise, difficulty is fair and nothing cheap happens to you. The chase at the end was surprisingly intense for me, so that's cookie points. Now onto the aesthetics. The ominous tribal music fits right in and I am in love with that background. As for the decoration, the graphics are just fine, there's a few questionable BGO placement choices (like grass on top of a totem) and the tileset fill is a little pillowy, but it's not by any means an eyesore. Overall, the platform gimmick was a serious waste of potential, but the level wasn't entirely.
Design - 3/5
Creativity - 2/3
Aesthetics - 1.5/2
Waddle Derp (5.5/10)
- I thought the totems were completely solid at first, so when I found out they weren't I was a little confused but went with it. Then the weird little wing thingies turned out to be solid and later in the level they act as platforms, but only if there's an arrow above them? Speaking of these arrows, they're a very bad way of telling the player something. Alternatively what you could have done was make the sinking totems look damaged, so the experience isn't ruined by floating arrows. Later in the level the player may find himself standing on a rock platform which, without indication, starts sinking into the lava. Except there's no indication this time? Not even one of those floating arrows you'd come to expect when a threat is otherwise hard to spot. The level tries to communicate with the player but fails in every possible way. Quite a shame, because the level was pretty cute otherwise. Oh, and the lava-rising section is a complete joke; I didn't even realize I was being chased until a toad mentioned it.
25/15/15
17. Zha Hong Lang - Bully Tower (6.2/10)
- Aristocrat (6.5/10)
- Design: 30
Creativity: 25
Aesthetics: 10
Review: I really liked the gimmick idea of this level because it gives one of the lesser-used NPCs of SMBX some love. However, some parts were really awkward to get through due to the way the Bully NPC behaves. I never really got the hang of jumping on the Bully across spikes, and the last setup in section 2 was not fun at all, because it was nearly impossible to get the bully to balance on the platform, and if it fell off you had to waste up to a minute to get the bully back up to your level. Really not fun. However I liked the idea of giving the player the option of using the leaf or not for the price of the secret star, though the section was already annoying enough to play through one time, so I don’t really feel like doing that again just for the second star. Also the music didn’t loop. 
FrozenQuills (6/10)
- Design: 27/50
Creativity: 25/30
Aesthetics: 8/20
Review: This is the first time I actually wished a SMBX level
explained a mechanic or gimmick to me through a text box.
First off, the idea of using bullies in these super weird ways
is really creative and interesting. The beginning is pretty
challenging and cool, and the last third uses layer attachment
pretty well with the bullies. Some of the bully puzzles were
genuinely good.
Unfortunately, this level is simply too demanding after the first
midpoint due to the finicky bully bouncing. The horizontal moving
platform doesn't give enough leeway and any kind of mistake means
instant death, even if you lose the bully (which can break the lua
sometimes).
It also doesn't help that the player isn't told that the bullies' bounce
direction is determined by the DIRECTION the player faces and not
WHERE you bounce on the bully (which is what I thought for a really
long time).
Anyway, this is a really cool concept, but the bully bouncing and lack of
mechanic conveyance really brought the level down for me
(especially since the secret star requires going through
that bully bouncing part without a leaf; no thanks).
Quill (5.5/10)
- Review: Using the bully as a central gimmick is pretty uncommon, usually because the bully is a pain to control. This is why I really didn’t enjoy that second section. Having to control the bully while keeping him on a small space? Not fun at all, especially as screwing up means you lose a significant amount of process. Much wasn’t done to add variety to this section either, aside from that small segment towards the end of that section where you have to move the bully to a small space, but that was just as annoying due to the platform’s size and the potential of him falling, meaning you have to deal with more moving layer shenanigans that just don’t synergize well with the bully’s AI. On the other hand, the first and third sections offered fun gameplay. The first section was simple, but it importantly gave the player room to breathe between sections. The third section had bullies attached to moving layers, which made this section fun and interesting as there was plenty of room for error and experimentation. It’s really a shame that second section exists, really, especially as it feels like the longest too.
Design: 23/50
Creativity: 22/30
Aesthetics: 10/20
Sorel 6.5/10)
- Don't bully, kids
This level would have been super high scoring if it weren't for the horribly difficult and borderline insane
second section. Sorry but I just couldn't do it without godmode.
Other than that, I really liked it, especially the third section.
tl;dr: rework the second section to be humanly possible to clear.
32/21/12
Spinda (6.7/10)
- The first and third section of this level are both really fun and use the Bully's homing mechanic in some pretty unique ways while also clearly distinguishing both sections from each other. The second section, however, is not as good. Jumping on the Bullies never really feels right and their momentum makes them tough to get consistent jumps off, especially if you got the Leaf and use it to float. Additionally, merely collecting either of the Leaves in this section makes the 2nd star unobtainable. Unlike the other two section, this one rarely deviates from "keep jumping on the Bully to make him go to the right" or "alternate between making the Bully go left and right". Getting the Bully to move in the correct direction also feels somewhat tricky, especially due to its small hitbox.
31/26/10
Tltimelord (6.2/10)
- God damn, I didn't know you hated your player so much. I mean, the first section is really clever and the final section's really nice too, but the middle section is utter rage inducing. Making the player jump on an unpredictable bully with no ends on either side over lava is unbelievably hard. Clever, yes, but unfairly difficult. You're asking a lot of the player, Bully's coding, and SMBX's physics to ensure nothing goes wrong in section 2. Also, the level is really bare and some of the things you added in don't really go well together.
Design - 4.1/5
Creativity - 1.5/3
Aesthetics - 0.6/2
Waddle Derp (6/10)
- Man, it's such a shame section two exists because this level was really good except for that part. The different setups using bullies were quite clever and got increasingly intricate as the level progressed but section two sticks out like a sore thumb here, too. Section three felt like such an amazing followup to section one so that two just broke up the level even more. Asking the player to ride on a Bully for this long while avoiding obstacles is just way too much.
35/15/10
16. Phazon1111 - Mario's All Right! (6.285714286/10)
- Aristocrat (6.5/10)
- Design: 20
Creativity: 30
Aesthetics: 15
Review: What. No. Don’t do that.
This level could’ve used a lot less spiky walls and enemies because starting with the castle section it requires basically perfect-accuracy jumps. I switched to godmode at some point and I still had a hard time. Like, the concept is super swanky and all, but like, try to make it a bit easier on the player.
FrozenQuills (7.7/10)
- Design: 38/50
Creativity: 26/30
Aesthetics: 13/20
Review: Looks like my left arrow key broke for this level, ah well.
So yeah, I can only move right in this level, but the ice physics really complement
this "feature". Most of the time I had to slide backward in order to progress through
the level, which was pretty awesome. The level looks rompy, but there is a lot of
planning and reaction based gameplay you need to do.
The cave section was pretty nice, though I feel like it was a bit too difficult simply
because it's hard to gain speed off of wall jumps. There were quite a few segments where
you need to slide backward for a long time.
I like the castle portion with the turnip puzzles, though they didn't really fit that
well with the gimmick. Nonetheless, they were quite fun.
The boss at the end was pretty hard though, seeing as you need a lot of control over
your movements so you don't slam into the spikes.
Anyway, this is still well designed, and could use a few difficulty touch-ups here
and there.
Quill (4.9/10)
- Review: The gimmick of this level, while very interesting, is ultimately pretty bad. It was pretty fun at first, especially as the level is cleverly designed to revolve around the idea of wall jumping and using momentum while having the ability to go left disabled. However, as the level progressed, the difficulty increased to an extend where making the slightest mistake caused either the player to be harmed or usually die. It suddenly wasn’t that fun anymore, since it’s not the fun type of difficulty. This applies especially so to the castle section and the boss. Not sure why you decided to give Boom Boom more health when the player can barely move without risking damage. It’s a shame, because the level had charm early on and then quickly lost it.
Design: 17/50
Creativity: 21/30
Aesthetics: 11/20
Sorel (6.3/10)
- ALRIGHT ALRIGHT ALRIGHT ALRIGHT ALRIGHT ALRIGHT ALRIGHT ALRIGHT
I appreciate the creativity behind the gimmick but it's so difficult to get used to,
and it just feels very janky. The second part of the level is just frustrating.
tl;dr: gimmick is neat, but the setups are frustrating.
30/19/14
Spinda (6.2/10)
- The most fun I had with this level were the first few moments when you realize you can use the walljump to slide backwards on the ice, which is a pretty cool feeling and the beginning of the second section does a great job using this new way of movement and is super fun. However, going right with barely any possibility to go left due to a lack of walls after that isn't as enjoyable and just feels restrictive, especially when it is so hard to decelerate if you see enemies ahead of you. Going only left is somewhat more enjoyable, but I honestly feel this level shines when going left and right is combined or used in a creative way. Unfortunately, the rest of this level rarely adds anything to this mechanic and so it goes on for a bit too long. The section where you had to throw the veggies was a really cool concept and I liked how once all the veggies were used you could still proceed if you messed up by taking a hit. The boss, however, felt pretty weak. You couldn't go left unless you deliberately hurt yourself, so the main gimmick is kinda not really used in this fight. Additionally, it goes on for too long for what it is.
28/20/14
Tltimelord (6.4/10)
- My God, what a janky gimmick. It's rather frustrating, but in most places designed just sparingly enough to where it's not a complete nightmare, so I'll partially commend you for that. It's still obnoxious and the first cave section is completely left, which is a rather harsh stretch. At least you have small chances to regain momentum to be able to move left until you fuck up again. Honestly I never thought I'd see item bricks giving me some of the most trouble. I do like the castle stretches, where even a right scrolling section you have to be careful because you can't move left to get rid of your momentum before you crash into spikes. The visuals are just fine for the most part, but the musical tracks are a bit unfitting with each other in respect to the overall theme. In conclusion, this is a really nice gimmick and you execute it decently, but the difficulty is really uneven and it hinders the gameplay experience some.
Design - 3/5
Creativity - 2.4/3
Aesthetics - 1/2
Waddle Derp (6/10)
- It took me ages to figure out what to do and although that might have just been me I feel like this gimmick could have been introduced a little more clearly. The level then goes on to expand on this gimmick in the most jerkish ways possible, even going as far as to include precision platforming. Normally I'm a sucker for hard, gimmicky levels but this is just one step too far.
30/20/10
15. Frad - Ninji Swamp (6.285714286/10)
- Aristocrat (7.5/10)
- Design: 15
Creativity: 30
Aesthetics: 20
Review: Boy, where do I even begin. The cinematics and flavor in this level are amazing, there is so much going on to explore and see. There’s mini games, secrets, you’re able to change the music in the Inn, lots of neat little details that make the level feel almost like its own little game. Too bad though that the gameplay is a little whacky. The first thing for me were the crows in the trees. You do not see them. At all. Even when I knew they were there, I still ended up running into them. Then there is a lack of checkpoints, especially after defeating the boss. I died in a dumb way while bringing the princess home, had to do the whole boss again. Then during the boss itself, the hitboxes for the tentacles are craaazy big, I don’t know how you’re supposed to dodge them. I liked the flavor in this level a lot but in return disliked the gameplay a whole lot too.
FrozenQuills (5.5/10)
- Design: 20/50
Creativity: 21/30
Aesthetics: 14/20
Review: I have VERY mixed feelings about this level.
I really like the environment, but the level throws an awful lot of
stuff at the player with wildly varying quality, and some of it
is pretty bad. There's a somewhat boring boat ride near the beginning and
rolling rocks/traps that the player can't react to fast enough later on.
The crows are also way too hard to see and react to.
But at the same time, the minigames it presents are cool and
there is some cute flavor with the whole ninji town thing. The
creativity is certainly above average.
The boss' presentation is also incredible, yet the disjointed tentacle
hitboxes and the length of the boss really hurts it (at least giving
a cake to the boss helps to kill it though). I still have trouble
figuring out what you're supposed to do to beat it without getting
tentacles all over your face.
The secret exit involves getting the key after the boss and bringing
it ALL the way back to the beginning. While this is sorta interesting
sometimes since you can swim with the (trash filled) water flow, I
felt like the level would be better without it since not much else
changes when you're backtracking.
So yeah, I feel like the biggest issue with this level is that it
does too much, and it has inconsistent quality as a result. Sure
it's creative and some of the aesthetics are really neat, but it
REALLY needs focus and polish in its design.
Quill (6.5/10)
- Review: This levels oozes all sorts of personality and charm. It’s clear a lot of effort went into this level. The atmosphere was almost nailed, but I think you could have really done better by having less text and letting the level speak for itself at times. I think the level started to weaken drastically after the first checkpoint too, with kind of bland areas without much going on. The village was fun to explore, but I don’t think it’s the most appropriate thing for a level contest which focuses on level design. The boss was a cool idea, but was too much of a HP sponge and the tentacles got in the way far too many times, dragging out the boss fight and generally making it not fun. Overall though, if you can polish up these flaws for future levels, we’ll definitely be in for a treat, because the foundation is definitely there.
Design: 32/50
Creativity: 25/30
Aesthetics: 8/20
Sorel (6.4/10)
- My eyes
This is probably the level I'm most torn about in the entire contest.
On one hand, it's very charming and has a decent atmosphere, but the inconsistent graphics (some were blurry,
most had cutoff etc etc) and the horrible grammar kept me from enjoying said atmosphere to the fullest.
The boss at the end was also rather boring and monotonous.
tl;dr: polish the graphics (PLEASE), fix some (or all) of the grammar issues and improve the boss.
30/20/14
Spinda (4.4/10)
- This level was really weird. The initial attempt at a dark aesthetic is kind of ruined by the huge amounts of unfitting graphics, and they also hindered the gameplay at times, as seen by the crows which are almost invisible. Then the level goes for kind of a tone shift with a Ninji village that is pretty charming but doesn't actually contain too many interesting things. The boss isn't all that fun to fight and the added story feels kind of unfitting, especially with the transition from "spooky swamp" into the village and whatnot.
12/20/12
Tltimelord (6.5/10)
- This was practically a quest. Now, it's story was rather all over the place, I mean first i was fighting ninjis, then I go down into their underground city, then I go fight a giant monster to save a ninji princess. If your intention was to give me a newfound adoration for ninjis, I think it worked. I guess the level played alright but the visuals were absolutely all over the place. Some relatively default graphics mixed with some backgrounds with pixels of varying sizes led to be a rather visually messy level. I did say it played alright, but it wasn't very consistent with what it wanted to do at all. The boss is rather mediocre. The tentacles are a bit too long and leave mario absolutely no elbow room. The health bar for the boss was a bit odd too, first I didn't know if it was hurting him and then I had to look really closely to make sure it wasn't regenerating. On top of all that the sounds feel a bit too... HD for smbx. Overall, it appeared the focus of the level was on the aesthetic department, but even then it falls short in some aspects. Nothing stands out as just totally bad though except for maybe the boss. The ending was also charming, until the princess turned into a coin.
Design - 3.1/5
Creativity - 2.3/3
Aesthetics - 1.1/2
Waddle Derp (7.2/10)
- Super cute level in terms of aesthetics, story and atmosphere overall. There was so much to do; hidden minigames, pseudo-fetch quests which were incredibly rewarding and an unfortunately wonky kraken boss which looked and sounded super epic but didn't really play out that way, and that basically goes for the rest of the level; it looks and feels absolutely amazing, but doesn't play that way. If this level had the gameplay to back up the rest it would probably be an all-time favorite. Still really cool though.
22/30/20
14. Mr Briney - Cool and Creative Castle with Clusters of Carnation Cumulus Clouds (6.342857143/10)
- Aristocrat (5.5/10)
- Design: 25
Creativity: 20
Aesthetics: 10
Review: This level felt a bit empty, I feel like the challenges and the spaces between them could’ve been a bit more compact. At one point you require the player to use three bubble balloons to get over a wide gap except the player doesn’t know how wide the gap is so the first instinct is to jump on the first balloon and die. The part before the midpoint felt a bit long and after I reached the midpoint and saw the wall of switch blocks I just yelled at my laptop. Also the random spikes in the walls and the ceiling felt rather pointless as the player wouldn’t reach them anyways. I like the concepts of the different balloons though, so points in creativity for that.
FrozenQuills (6.9/10)
- Design: 35/50
Creativity: 19/30
Aesthetics: 15/20
Review: Oops this has a switch hunt 0/50 for design.
Nah but really, this is actually pretty well designed. It kind of feels rompy but the different
variety of balloons helped make the gameplay interesting. I really had fun with the second
half in particular when elements introduced earlier in the level evolved into some simple,
creative setups.
My main issue with the level is that the first half could have been more enjoyable, since half
of the time I was just jumping over enemies or avoiding thwomps. I also find it weird that one dragon
coin can only be obtained by Luigi.
Anyway, this isn't a wow-worthy level, but it has all the right elements for a good one, and it's well
organized in structure. Good job.
Quill (6/10)
- Review: This level was fairly simple, using note blocks and balloons as its central gimmick which gradually increased in difficulty over time in a fair way. There wasn’t too much to this gimmick, but it was kept interesting enough with some fun segments of platforming. I really liked how thwomps were used in this level, introducing them normally but then hiding them later on with cracked blocks indicating that they were there. It was a clever idea and it’s unfortunate it wasn’t used much. The background objects were far too similar in color to the block tiles. There were some incidents where it was hard to tell them apart, which led to confusion on what to do before I realized what was background objects and what wasn’t. Also, please do not stop the player by advancing by putting a wall of different colored switch blocks in front of them. It’s overused, it’s not fun and it’s just an excuse to artificially lengthen the level. Overall though, it offered some nice gameplay even with some flaws, but it was fun to play through regardless.
Design: 32/50
Creativity: 16/30
Aesthetics: 12/20
Sorel (7.2/10)
- Added Alliterative Appeal at its finest
A fun level with a balloon gimmick that saw some good use, but it still felt like you can do more with it,
like additional setups that combine the different coloured balloons into one section.
tl;dr: expand on the gimmick a tiny bit more.
36/20/16
Spinda (6/10)
- Some of the concepts were pretty neat. For example, the way some Thwomps are indicated through cracks in the ground is pulled off in a cool way. Additionally, the different ways the balloon resprites were used were neat as well, and some of the setups like the Bubble resprites coming out of pipes were pretty diverse as well. However, the fairy section just feels really out-of-place and there's really no point in adding a nonlinear section and all it did was hurt the flow of this level.
30/15/15
Tltimelord (6/10)
- Man, you really lost me in that second half with the color switch hunt. Before that, the different types of balloons that were introduced help a big load of potential. You introduced each balloon fantastically, each one in nonlethal environments so you could properly explore the gimmick without punishing the player. You even introduce the way the thwomps break the ground below them because it's a minor but important attention to detail for the latter half. But gosh darn it, you make the player deal with a switch hunt to lengthen the level as soon as the overall gimmick started to overstay its welcome, turning the level into a bit of a drag. While the colors and music provide a real cute atmosphere, I can't help but thinking the level still feels a bit empty aesthetically.
Design - 2/5
Creativity - 2.5/3
Aesthetics - 1.5/2
Waddle Derp (6.3/10)
- This level started out really fun and the first third was very enjoyable; individual elements were all very well introduced and expanded upon, but the different setups were spaced out a little bit too much which caused the level to be much more rompy than it had to be. Then everything went downhill from there as the nice, individual setup-style of design was ditched for a switch block wall..
30/20/13
13. Yoshi021 - Boing (6.457142857/10)
- Aristocrat (6.5/10)
- Design: 30
Creativity: 25
Aesthetics: 10
Review: Great in concept, but the controls take a while to get used to and there are some parts that for the love of god I just can’t figure out. The most frustrating part was when I finally managed to get to the blue switch AND BACK without dying, only to discover that I was supposed to leave my springboard on the other side of that block barrier. Yeah, not really a fan of that...
FrozenQuills (7.5/10)
- Design: 40/50
Creativity: 26/30
Aesthetics: 9/20
Review: This level is SO WEIRD but I really like it.
At first, I was intimidated by all the new controls
but I managed to figure them out with some practice. I do agree that
they are a tiny bit awkward, but they didn't really present any
major problems.
I enjoyed the obstacle progression, and they eventually get
really creative. I especially liked the puzzle where you have to
magnetize the spring over spikes. You even used Peach's floating
ability really well, and the checkpoints are all well placed
so that the level isn't frustrating at all (at least to me).
My main issue with the level is that some elements are a bit repetitive
(such as the "throw the spring up and then teleport to it" maneuver),
and I felt like you could've had more interesting puzzles with the magnet
mechanic.
But still, this is a great level (and it's too bad the aesthetics are
super plain, haha).
Quill (7.5/10)
- Review: This level was incredibly creative! It stuck with its gimmick and introduced interesting and varied puzzles that revolved around the springboard. Some of these puzzles were repeated with some minor adjustments, which made those segments far easier than the rest which created an odd imbalance in difficulty. My only other complaint was that the level felt like it was more of a glorified tech-demo rather than an actual level. There wasn’t really a ‘level’ to balance the puzzles out, if that makes sense. Regardless of these complaints, it was super fun to play through. The length was just right and the consistent checkpoints were appreciated.
Design: 35/50
Creativity: 30/30
Aesthetics: 10/20
Sorel 7/10)
- Springboards can be like companion cubes
A very interesting puzzle level with unique mechanics and creative use of its gimmick.
There is one specific jump that felt needlessly difficult,
across a spike pit and spike ceiling with about 2 blocks of space between them. It took me so long that I
relied on SMBX shenanigans to get to the switch.
Also, there is practically no effort put into aesthetics.
tl;dr: good gimmick, excellent execution, but it doesn't quite feel like a level yet.
Aesthetics would certainly help.
40/25/5
Spinda (7.1/10)
- The ideas used with the springboard were pretty creative, but due to how far removed from normal gameplay these are this level feels kind of unintuitive. While some of the ways those mechanics were used were really creative, the jump -> throw springboard upwards -> teleport to it setup was used a little too often. The frequent checkpoint is appreciated, especially since some of the parts can get pretty tight and unforgiving. Graphically, this level is really not great. The different elements don't really fit and everything looks pretty samey.
36/27/8i
Tltimelord (5.6/10)
- This is an interesting gaming mechanic but precise platforming and flawless button pressing makes this level an empty buttom mashing frustrating mess, not to mention you didn’t explain it well enough that the ?-mushrooms were actually checkpoints. As short as it is, the amount of pixel perfect jumping you need to do makes it feel super super long. Also, there's not really anything to look at. To me this just feels like a feature test.
Design - 3/5
Creativity - 2.4/3
Aesthetics - 0.2/2
Waddle Derp (4/10)
- This level's gimmick was incredibly hard to get used to and even when I felt I'd gotten the hang of it, the level would shatter my self-confidence with another heart-breakingly difficult setup. The checkpoints were a really great addition and I suppose they made the level more bearable but even then it dragged on and on and considering the rather wonky nature of the gimmick versus the precision required for some of the setups, this wasn't a positive experience for me overall. Had the level been less unforgiving, I would probably have enjoyed a lot more.
15/20/5
12. Ditchencat - Grab Blocks, Throw Blocks (6.485714286/10)
- Aristocrat (6/10)
- Design: 25
Creativity: 20
Aesthetics: 15
Review: That sure is a recreation of Kirby in SMBX. I like what you attempted with this level, however I wasn’t a big fan of replacing the run button with a grab-only button just for the sake of being Kirby-like. My problem with the double-press dash is that it takes time to activate and often that’s not enough time to get out of the way of enemies. In Kirby you always have the option of floating above the enemy but since Mario is planet-bound, you end up falling into enemies and dying more often than not. At least that’s my experience with it. Also the boss was… like… did it really need the cannons??
FrozenQuills (6.7/10)
- Design: 28/50
Creativity: 22/30
Aesthetics: 17/20
Review: This looks like a good Kirby re-imagining, but some of the control
issues hold it back.
First off, props with the kirby aesthetics; they're really nice
overall. The custom kirby enemies and powerups are also pretty
creative and unusual, and the new mechanics are fun to play
around with in a basic sense.
My main issue with this level though are the new controls; it's
pretty easy to accidentally dash or accidentally walk. I think
it's because the time period for the double-tapping to register
whether you're walking or running is too long. It also doesn't help
that it's hard to tell if you're running or walking, which could've
been helped with more useful character animations (in the kirby games,
kirby's animation is way different between walking and running).
These issues really come into play with the waddle dee boss, and imo
it's also a bit too long. The second half also isn't as engaging or
challenging as the first half since it was mostly just timing and jumping
over everything. It would've been nice if it did more with the throw blocks
or powerups.
Quill (6.3/10)
- Review: This was a cute little level. One complaint I did have was that at times it felt more like a tech demo rather than an actual level, such as the numerous new abilities and powerups not really complimenting the level that well. Regardless, it used every ability nicely and it was fun to play through. There just needs to be more ‘level’.
Design: 25/50
Creativity: 26/30
Aesthetics: 12/20
Sorel (6.7/10)
- You grab them, you throw them.
A level with Mario as your playable character with Kirby mechanics. Too bad the dashing mechanics felt
VERY awkward to get used to. The throwing blocks mechanic was neat but it didn't really feel very... used.
It's just kinda there.
The boss was really meh. It's essentially just a slow moving big Waddle Dee with few attacks and it didn't
feel engaging at all. Maybe combine it with the throwing blocks gimmick to make it more interesting.
If there's a thing that I want to praise, it's the little bonus rooms that felt just like Kirby game bonus
rooms.
tl;dr: expand on the gimmick, and make the boss more interesting.
34/18/15
Spinda (6.9/10)
- This level was pretty charming and the concept was quite interesting. However, the powerup distribution feels kinda odd - Kirby is a game that's all about choice, however, in a normal playthrough you'll mostly just encounter the Fire powerup and most of the other ones are inaccessible unless you already have the fire powerup. Taking away the normal run button is also a pretty unnatural choice and while it works it doesn't feel as good. The boss is pretty weird and whether it takes damage or not is fairly inconsistent, and unless you have a powerup it doesn't really use the core gameplay gimmick of this level. Graphically, this level looks pretty nice.
27/25/17
Tltimelord (7.3/10)
- This level's general game mechanic was massively different than Smbx's, and you changed the moving mechanics, how you attack, and all that sort into very well-done and polished Kirby-esque mechanics. As for level design, it's not too bad. The level flows rather slowly so it's not all that exciting, it almost feels like a "pick your own pace" style. I may have to play it a few times to figure out all the secrets though! Thankfully, this level has a decent amount of replay value. As for the visuals, you kept a strict kirby style and that really works out as it never detracts from that. Fantastic job on the aesthetics!
Design - 3/5
Creativity - 2.5/3
Aesthetics - 1.8/2
Waddle Derp (5.5/10)
- This level had SO MUCH potential and it's a shame seeing the gimmick left unexpanded like this. Like the title would suggest, the grabbing and throwing of blocks should have been the focus of the level, and it could have been expanded upon in the form of puzzles from there. But unfortunately that's not what happened as the level played out to be a really pretty kirby-styled romp. Also taking away the run button was a really, really bad move. The boss was a little underwhelming, too.
25/15/15
11. Quantix - Munchin' Grounds (6.914285714/10)
- Aristocrat (6.5/10)
- Design: 25
Creativity: 30
Aesthetics: 10
Review: This level had so many clever little ideas but then there’s just so much walking in between… The bonus room with the 3up moon was so cleverly set up and then you ruined it with four fire piranhas that you can’t possibly dodge. If this level were more compact I would’ve potentially really loved it, but there’s just so much stuff in between where you have a hard time without a powerup that it just kind of ruins the immersion.
FrozenQuills (7.3/10)
- Design: 38/50
Creativity: 20/30
Aesthetics: 15/20
Review: Pretty nice level!
It's pretty much standard grassy grasslands, but I really
like how the design evolved its muncher plant setups.
The level was also well structured around the piranha plant
enemies for the most part; I had to plan my jumps carefully,
and it's not mindless at all. The moon room was especially neat.
However, while the ideas presented are pretty creative,
they weren't THAT interesting I suppose. I wish more was done
with the gliding blocks and muncher plants, and the
"sinking platform above muncher plant" setups weren't that
impressive imo. The level also dragged a bit for what it
had to offer.
Nonetheless, this is still well executed as there wasn't
really anything wrong with the obstacles themselves.
Quill (6/10)
- Review: This was actually pretty neat. The nipper plants were used in two unique different ways. If I were to give this complaint, it would be that once you’ve seen what the nipper plants can offer in this level, you’ve kinda seen it all. The length is a bit much for this reason, as they barely do anything different after the first minute or so. It’s still cool how they act though and the difficulty does ramp up nicely, but I would have liked a tad more variety in how the nipper plants are used. I did appreciate how they compliment the level very well though.
Design: 29/50
Creativity: 20/30
Aesthetics: 11/20
Sorel (7/10)
- Let's get some grub going
The level felt a bit rompy, but the layers-attached-to-munchers gimmick was a neat addition.
I kinda wish it was more expanded on, though.
tl;dr: flesh out the gimmick.
37/19/14
Spinda (7.4/10)
- When this level gets creative, it gets really fun. The usage of attached layers and 1F0/the slide block is quite enjoyable, but this level also has parts that feel kinda forgettable inbetween and I feel that this level would be better if it focussed only on the aforementioned creative parts. It's also kind of confusing how some platforms attached to Nippers falling is communicated - there's no real distinction between the ones that fall and the ones they don't, and although that only really made a difference once it wouldn't be hard to fix. Graphically this level didn't really stand out and the custom tileset looked rather plain.
38/23/13
Tltimelord (7.5/10)
- This was a really cute rompy-puzzle mix of a level. The gimmick done with the nipper plants, layer attachments, and gliding blocks was all done really creatively. There was a nice difficulty curve too, but no difficulty spike. It was difficult enough that if you screwed up the level would certainly nip you for it (pun intended) but not punish you harshly, for the most part. There was a short stretch with three pipes placed far from each other over a pit and one of the pipes has a venus fire trap, and that jump was a little harsh in respect to the difficulty of the entire level, but that's for the most part my only major issue. I thought it was really creative and the gimmick progression was done not perfectly but well enough. The aesthetics made it feel like a really cute and happy level.
Side note: a fire flower makes the player really overpowered since you can kill almost everything quite easily. I'd make it in a very hard secret section instead of out in the open like a regular powerup, since it's strong enough to destroy the difficulty almost completely.
Design - 4/5
Creativity - 2/3
Aesthetic - 1.5/2
Waddle Derp (6.7/10)
- This level had some really cool setups, but ultimately it had a lot of empty space between the clever setups and got rather repetitive near the end. Quite sad, considering the rest of the level was super clever. The 1f0 interacting is an intruiging one, and it was put to good use in a bonus section of all places. But then, as with many setups in the level, it was made much less enjoyable by the presence of venus firetraps.
35/20/12
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PixelPest
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Postby PixelPest » Mon Sep 04, 2017 9:18 am
I felt confident in my level but still feel the surprise of being in Top 10
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Warlock
- Eerie

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Postby Warlock » Mon Sep 04, 2017 9:18 am
Nice.
Just a note, what was Spinda's Score on the level that got 12th place?
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PixelPest
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Postby PixelPest » Mon Sep 04, 2017 9:20 am
Warlock wrote:Nice.
Just a note, what was Spinda's Score on the level that got 12th place?
27/25/17
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