PaperPlayerX wrote:It's complete GAMEPLAY wise, but not graphics wise, and this is because I can't find anyone to help make/rip the graphics I need. I didn't post this in Casual Levels because I thought it wouldn't get any attention in that subforum.
Have you tried posting in
the Graphic Requests sub-forum? You should get more attention regarding graphics there.
And now, my review of Moonbase X (hey, nobody else has reviewed it yet, so I figured "why not?"):
So, right off the bat, I have a problem with your level: the bits have jumphurt=1, and this is unintuitive because bits normally have jumphurt=0. This will almost certainly cause an unfair death for first-time players; I recommend sprite-swapping them to look like a
myu instead (the myu's sprites can be found
here). Also, not far into the first section is this:
This part is especially annoying. Not only is there the spiny-sphere generator, but there are also two bits hiding above the pipes. Chances are, first-time players will be too focused on the bit and spiny-sphere generator to notice the bits above the pipe, and since there's no wall to keep the bits up there, they can jump off without warning and cause the player to take an unfair hit when he/she gets past the generator. I recommend adding a wall to keep the bits up there.

Aside from those two issues, the level starts off quite well. There are even a few neat ideas scattered throughout the level that I haven't seen before, like having to spin-jump over a blockade-piranha-plant, then use the key to kill it to get to a locked door. Section 3 was well designed, but you shouldn't make the player go through a section twice if nothing about the section has changed the second time; it just makes it seem like you're trying to pad out the level. I recommend having the player hit a switch that changes that section up a bit, or just make it so that the player doesn't have to go back there. Regarding Section 4, you should do a better job at indicating that it's a wrap-around section, as I didn't notice until after I got on the elevator and saw the spiny-sphere wrap around the section (I thought I had to stack the keys to jump up there). I recommend changing the section to look like this:
Regarding section 6, the disappearing blocks seemed to take a bit too long to switch, but I suppose that if the player doesn't have a power-up, he/she may need the extra time to get his/her bearings before the next jump. However, this part of section 6 is just annoying:
It is quite difficult to time this jump correctly due to the small target-area and short window of opportunity. I recommend making the shaft a bit wider and, instead of having the player bounce up on springs, having the player jump back and forth up pairs of disappearing blocks.

If I didn't explain myself well enough, here's an example of what I mean:

Also, the random P-Switch run felt out of place. I recommend replacing it with another disappearing block area.
And now, the boss:
This was actually a pretty good fight. Having to throw veggies at the Mother Brains while avoiding Rinkas and spiny-spheres was surprisingly fun, but you should remove the bit generators since, on top of the fact that you made them faster, bits can be rather unpredictable (one time, a bit jumped at me as soon as it was generated). However, once I found the buried Hammer Bro generator, the boss quickly became a joke since I could just spam hammers at everything and kill the Mother Brains in quick succession. Unfortunately, due to how you constructed the boss, killing the Mother Brains too quickly will break the boss since it's "health" requires a delay between deaths to move the intended amount of units in order to kill the Yoshi and trigger the ending. I recommend you do the following:
- Make a new layer for all the Mother Brains.
- For the layers that the Mother Brains used to be on, put a background object on each respective layer and hide them behind the Mother Brains.
- Attach each Mother Brain to their respective brain layer, while having them trigger the "deathfinal" event when there are "No more objects in layer."
- Make the background objects invisible, or hide them when their respective Mother Brains are killed.
That should make the final boss work properly. On top of that, I recommend you remove the buried Hammer Bro generator, remove the bit generators, remove the chains, remove the mushroom generators, and remove half of the Rinkas (so that there are only two to a group). The removal of the mushroom and buried hammer bro generators will make it so the boss can't be brute-forced (because once you add a mushroom generator to a boss's room, it pretty much removes all of the boss's challenge), and the removal of half the Rinkas and all the bit generators will make the boss more manageable without the mushroom and buried hammer bro generators.
In conclusion:
This is definitely an ambitious level, but the level's minor issues and the fact that the boss has a game breaking bug are things that need to be fixed. However, the level is still enjoyable for what it is. I'd say this deserves a 6/10 (would have been at least a 7 without the game breaking bug).
P.S. What was the point of Section 5 (aside from the 1-up)?