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Dig-Depth Ruins
Posted: Tue Jun 02, 2015 4:07 pm
by zlaker
So yeah since I cancelled my project I decided to upload some of the levels from it. And here is one them. Here' some screens.
This is a level from Heroes on the Star Quest, World 2 Castle to be specific, however I decided to remove the boss. The level takes place inside ruins where you've to dig yourself through dirt and use Chomps to solve puzzles. Big thanks
to GameClip477 for letting me use his graphics from his CC9 level, Blue Desert Dunes, which I will link below.
GameClip477's level:
http://www.smbxgame.com/forums/v ... &hilit=CC9
I also made a video.
Download Link
Re: Dig-Depth Ruins
Posted: Tue Jun 02, 2015 4:58 pm
by GameClip477
Wow, I'm impressed with this level seeing that some else using use my graphics from Blue Desert Dunes. Though, maybe I should recolor key door with the same color palette. I also liked dig dirt gimmick too. It really goes well with this level. :>
Re: Dig-Depth Ruins
Posted: Wed Jun 03, 2015 3:19 pm
by ElTipsta
The level looks good, though why did you cancel your project?
Re: Dig-Depth Ruins
Posted: Wed Jun 03, 2015 3:26 pm
by zlaker
ElTipsta wrote:The level looks good, though why did you cancel your project?
Got tired of working on it.
Re: Dig-Depth Ruins
Posted: Sun Jun 07, 2015 4:44 pm
by Cacazk
You forgot to by level in the file

.
Re: Dig-Depth Ruins
Posted: Mon Jun 08, 2015 3:36 am
by glitch4
Yeah, it seems like there's no level file in the winrar.
Re: Dig-Depth Ruins
Posted: Mon Jun 08, 2015 3:41 am
by h2643
Please provide a working download link or I will lock this topic in 24 hours.
Wait, I'm not staff...
Anyway this is a good and a really big level. I'm really happy that it uses SMB2 mechanics, like these dig tiles or whatever they're called. Nice work.
Re: Dig-Depth Ruins
Posted: Mon Jun 08, 2015 10:38 am
by zlaker
Updated the link.
Re: Dig-Depth Ruins
Posted: Sun Jun 14, 2015 8:25 am
by glitch4
So, my unofficial review:
This level was pretty good! I kinda enjoy the atmosphere, good NPC placement and the level design much. The event use, such as getting items after collecting a Star Coin was cool. The difficulty was a bit hard, such as dodging emenies to beat puzzles, but still it was fair enough. Stars were not that hard to find. Also, one mistake, such as activating vine and ending up by block and there's no way to get up there, won't continue the progress and that ends up as suicide.
Good:
- Graphics aren't terrible.
- Fair difficulty
- Good NPC placement
- The atmosphere was good.
Bad:
-- 1 mistake could end up to not making progress forward.
8.5/10
Re: Dig-Depth Ruins
Posted: Sun Jun 14, 2015 9:19 am
by zlaker
glitch4 wrote: Also, one mistake, such as activating vine and ending up by block and there's no way to get up there, won't continue the progress and that ends up as suicide.
Can I ask what part of the level this was?
Re: Dig-Depth Ruins
Posted: Sun Jun 14, 2015 9:39 am
by glitch4
zlakerboy357 wrote:Can I ask what part of the level this was?
Second half, probably
this one, if the player does not kill emenies and activates block instead.
Re: Dig-Depth Ruins
Posted: Sun Jun 14, 2015 9:49 am
by zlaker
glitch4 wrote:zlakerboy357 wrote:Can I ask what part of the level this was?
Second half, probably
this one, if the player does not kill emenies and activates block instead.
Yeah, you've to kill the hoard of enemies to progress and considering that the player has been doing that to the other hoard enemies, I was expecting them to do that too here.
Re: Dig-Depth Ruins
Posted: Tue Jun 23, 2015 1:57 pm
by ShadowStarX
Dig-Depth ruins review
Design & Gameplay: 8.5/10 (counts 70%)
The level is challenging, but still not unfair to play. The fun factor of the level is high and it has replay value. I also liked the extra stuff to get the stars, and it was a good idea to not force the player to get the stars. The powerup vs. enemy ratio was pretty fair, and the NPC variety+placement were also good. You've placed the coins very well. The digging-sand gimmick is rare in smbx, bc it's usually badly executed, but in this level, you executed it well. There were some other things to do, like 'kill all spinies' to unlock the door.
If the player hits the block sooner than killing the enemies, he/she will get stuck and has to kill himself/herself. (where glitch4 mentioned it)
And a very low chance to a similar mistake: if the player takes the checkpoint key and puts it on a digging sand over a vine block, he/she'll get stuck in this case too. (I don't really count this flaw but I do for the previous one)
Atmosphere & Visuals: 9/10 (counts 30%)
I really liked the atmosphere of the level. The recolor is likable, music is fitting, there are no cutoffs or clash. Also, you've placed a decent amount of BGOs, so the level doesn't feel visually empty. The quicksand BGOs really made this pyramid feel like a ruined one. Visually, this level was great.
Score: 8.7/10
Moved to "Pretty Good"
Re: Dig-Depth Ruins
Posted: Tue Jun 23, 2015 2:06 pm
by zlaker
Tervantez2345 wrote:
If the player hits the block sooner than killing the enemies, he/she will get stuck and has to kill himself/herself. (where glitch4 mentioned it)
Considering that the player has already been thaught that mechanic before that area it would be sorta obvious for the player to kill the enemies and then hit the block.
Tervantez2345 wrote:
And a very low chance to a similar mistake: if the player takes the checkpoint key and puts it on a digging sand over a vine block, he/she'll get stuck in this case too. (I don't really count this flaw but I do for the previous one)[/color]
I'm really doubting the player would do that.
Re: Dig-Depth Ruins
Posted: Thu Jul 02, 2015 7:33 am
by Erik
Good level, I love the atmosphere!, shame that you cancelled your project, though.