level i made for cc11. I don't really have much to say about it, but here's a video. Try it a couple times and if you're having trouble, watch the video :)
I don't know why the video is so small here, just watch it on youtube.
Did you even read the reviews? The judges talked about how hard is this level in their opinion.
And well, I don't see how the judges had problems with this level. It was hard, but you cans till beat it, and it was kinda fun actually.
This level was just so much fun. It was a challenge for sure, but not one of these boring "search 20 minutes for the exit" challenges. It was a high-speed adrenaline-rush challenge that stayed full of excitement the whole way through. Plus it looked great aesthetically, so that's a plus. I can understand the judges complaints about the level, but personally I would've given it like an 8 or a 9, but I guess that's coming from somebody who makes short and difficult levels so bias. Anyway, this is among my favorites, great job.
SuperMario7 wrote:This level was just so much fun. It was a challenge for sure, but not one of these boring "search 20 minutes for the exit" challenges. It was a high-speed adrenaline-rush challenge that stayed full of excitement the whole way through. Plus it looked great aesthetically, so that's a plus. I can understand the judges complaints about the level, but personally I would've given it like an 8 or a 9, but I guess that's coming from somebody who makes short and difficult levels so bias. Anyway, this is among my favorites, great job.
I can understand why some people will give low scores to a difficult level, but I really do not understand why they do so when it's short.
I mean short levels with interesting concepts are definitely better than those long levels with such tedious design. (like backtracking, 4 color switch gimmick etc)
Since I can't really feel the atmosphere of the level and it's not focusing on that anyway, I won't seperate Atmosphere & Visuals from Design & Gameplay
First off, and most importantly, the concept of the level was really cool and creative, I haven't seen it before. I also noticed the good usage of events. The music fits the level very well. The npc and block placement are pretty well done, it's pretty good in my opinion. The length is also pretty fair in the level. The coin placement is p. good in the level too. The level was a bit frustrating to play, it could've been A BIT easier. It was hard mostly because the speed of the autoscroll and the mean bubble placements. The level was enjoyable, but not that fun, it doesn't have too much replay value. (and as I mentioned earlier, it's a bit frustrating too) The level had a slight amount of clash and cutoffs too. The section with the bubbles is way too hard compared to the other parts of the level. The level is way too hard with slower characters, it has fair difficulty only with Mario and Toad.
Score: 5.25/10
Very unique concept but slightly frustrating gameplay.
Moved to 'Average'
This level was so much fun. I don't care that I died a ton. It was so much fun I just had to keep playing, mastering these jumps so I could reach the end of the level.
There are two kinds of difficult levels: Levels which have you do a chore and which make you fear dying, which frustrate you beyond belief and make you throw your pc off your table; and levels which nail the difficulty aspect and manage to be fun, while providing a challenge. This fits into the latter cathegory.
First off: Yes, the level is fast. And yes, some of the jumps, especially in the pipe segment, require a bit too much precision. But everything else: I don't know why you complain.
One of the things, besides the fast paced and enjoyable gameplay, which I really enjoyed, were the visuals. The frequent change of background and environment enhance the feeling of you being on a high-speed journey trying to catch that star. Coupled with decorative enemies, structures and blocks, this is one of the best uses of vanilla tiles I've ever seen. And I think if you used a custom tileset, I wouldn't have liked it as much, actually, since as it currently is, this level throws established "rules" about what's good and bad out of the window, in favour of sweet, sweet originality, which is really rare these days.
If I were to give points of critique, it'd, firstly, be the difficulty curve. I think easing the player into the autoscroll speed through some rather harmless platforming and bringing the difficulty up to what it is during most of the level would be a good way to even out the curve, and make the level more enjoyable for people who easily give up if the beginning of a level is too hard. While you could make the level a bit longer this way, keep in mind that adding length is very risky, because you might lose your audience.
Overall, this is a really enjoyable level and provides a good challenge, even for more experienced players. Its difficulty is fair enough that one is encouraged to keep playing and not get frustrated (unless they're short-tempered). The visuals were beautiful, while the gameplay was pretty diverse for just being "run right".
This was certainly something new!, I really loved the concept of the level and it was actually really fun to play. I like the background change in the level a lot, but aesthetically, I didn't find it all too pleasing. Anyway, good job!