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33. PROX - Ludwig's Castle (6.93/10)
Bomber57 (6.0/10)
Once I finally managed to get past the first room the rest of the level was fine. But that first room was an absolute nightmare to get past. Trying to time dodging the rotating spike balls while on a NSMB-esque green block platform was ridiculously hard. The fourth spike ball is nearly impossible to dodge, especially in combination with the bill blaster next to it. The vertical chamber with 3 spike balls in succession was also way too difficult. Then the difficulty drops to a more sensible level and the rest of it is fine. I thought the idea of the cloud flower was pretty cool (replacing the fairy charm). The Ludwig boss wasn't too hard as long as you stay in the corner. The level was fine otherwise but that first room really dragged down the whole experience.
bossedit8 (7.75/10)
Lovely Ludwig's Castle level with difficulty involved. Once you get used to the whole beginning area it won't be that much of an issue but even then, for sure it's difficult to pass. Apparently, at the end of the first section the section begins to lag... apparently but after the first section the lag is gone. Not like it matters on my side but it is noticeable. I do like your enemy variety in this level and your secrets. I found a massive error on this level which is that once I get to the checkpoint, apparently those skewers are offtrack from the event triggers of they had like they have been trigger twice and they go off incredibly depends of the activation and it can be the cases of getting stuck in this level depends of the activation. The boss was Ludwig with some great challenge into it which was nice and after that you get the star. There's even a secondary star once you collect all of the Starcoins and then get to the boss door.
Chad (6.5/10)
This is a rather gorgeous castle. The design is impressively intricate and full of tight passages with cunningly-placed hazards. I enjoyed the variety of challenges, different placements of enemy generators, and careful planning the level requires. The attention to detail is excellent as well, and the boss room's hazards are a great way to spice up a Ludwig battle with difficulty that matches the rest of the level, although the overhead pipe cannon is a bit much considering it likes to fire just as you need to get past it while avoiding everything else. However, one major thing I didn't care for was the snake block ride. I already have a general dislike for this method of executing that gimmick in the first place, because it feels unstable when your footing is constantly changing beneath you due to it following an unpredictable path. But in this level, that inherent difficulty is increased even further by the sheer amount of obstacles you have to get around and the large distance you must do so in. In the first part, you have no breaks between dangers to stabilize yourself, so the platforms act as a constant enemy all on their own while everything else is tricky on top of that. Once you head upwards into the narrow passages, players are not going to know when the platform is going to enter and leave spots that require crouching, so you're at the mercy of split-second thinking and possibly not being able to avoid something where you need to be ducking. I probably would have enjoyed the level more if that wasn't its opener and there weren't still two more challenging sections after it before you even reach the midpoint. The passage is crafted really well, and the rest of the level is great, but that gimmick is still a major piece of the level.
Quill (7.4/10)
The start of the level and the Cloud Flower segments were neat ideas, but they lasting a little too long for my liking. The start could be pretty unforgiving at times too. The rest of the levle was decent enough and enjoyed the variety. Nothing other than these two features stood out, but it was okay. Overall, good job!
Valtteri (7.0/10)
It's a pretty great level built on the Snake Block gimmick. There's one part where you forgot to drag up the bottom level border. If you jump in the pit you can see some tiles missing from the floor. There's a boss that's spiced up with a pipe that shoots projectiles from the ceiling. It doesn't make the fight all new or anything but it's kind of freshening.
Bomber57 (6.0/10)
Once I finally managed to get past the first room the rest of the level was fine. But that first room was an absolute nightmare to get past. Trying to time dodging the rotating spike balls while on a NSMB-esque green block platform was ridiculously hard. The fourth spike ball is nearly impossible to dodge, especially in combination with the bill blaster next to it. The vertical chamber with 3 spike balls in succession was also way too difficult. Then the difficulty drops to a more sensible level and the rest of it is fine. I thought the idea of the cloud flower was pretty cool (replacing the fairy charm). The Ludwig boss wasn't too hard as long as you stay in the corner. The level was fine otherwise but that first room really dragged down the whole experience.
bossedit8 (7.75/10)
Lovely Ludwig's Castle level with difficulty involved. Once you get used to the whole beginning area it won't be that much of an issue but even then, for sure it's difficult to pass. Apparently, at the end of the first section the section begins to lag... apparently but after the first section the lag is gone. Not like it matters on my side but it is noticeable. I do like your enemy variety in this level and your secrets. I found a massive error on this level which is that once I get to the checkpoint, apparently those skewers are offtrack from the event triggers of they had like they have been trigger twice and they go off incredibly depends of the activation and it can be the cases of getting stuck in this level depends of the activation. The boss was Ludwig with some great challenge into it which was nice and after that you get the star. There's even a secondary star once you collect all of the Starcoins and then get to the boss door.
Chad (6.5/10)
This is a rather gorgeous castle. The design is impressively intricate and full of tight passages with cunningly-placed hazards. I enjoyed the variety of challenges, different placements of enemy generators, and careful planning the level requires. The attention to detail is excellent as well, and the boss room's hazards are a great way to spice up a Ludwig battle with difficulty that matches the rest of the level, although the overhead pipe cannon is a bit much considering it likes to fire just as you need to get past it while avoiding everything else. However, one major thing I didn't care for was the snake block ride. I already have a general dislike for this method of executing that gimmick in the first place, because it feels unstable when your footing is constantly changing beneath you due to it following an unpredictable path. But in this level, that inherent difficulty is increased even further by the sheer amount of obstacles you have to get around and the large distance you must do so in. In the first part, you have no breaks between dangers to stabilize yourself, so the platforms act as a constant enemy all on their own while everything else is tricky on top of that. Once you head upwards into the narrow passages, players are not going to know when the platform is going to enter and leave spots that require crouching, so you're at the mercy of split-second thinking and possibly not being able to avoid something where you need to be ducking. I probably would have enjoyed the level more if that wasn't its opener and there weren't still two more challenging sections after it before you even reach the midpoint. The passage is crafted really well, and the rest of the level is great, but that gimmick is still a major piece of the level.
Quill (7.4/10)
The start of the level and the Cloud Flower segments were neat ideas, but they lasting a little too long for my liking. The start could be pretty unforgiving at times too. The rest of the levle was decent enough and enjoyed the variety. Nothing other than these two features stood out, but it was okay. Overall, good job!
Valtteri (7.0/10)
It's a pretty great level built on the Snake Block gimmick. There's one part where you forgot to drag up the bottom level border. If you jump in the pit you can see some tiles missing from the floor. There's a boss that's spiced up with a pipe that shoots projectiles from the ceiling. It doesn't make the fight all new or anything but it's kind of freshening.







