(updated) Woody Sub-Crunchy Apple

Levels that have good quality and are worth playing.
Alagirez
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(updated) Woody Sub-Crunchy Apple

Postby Alagirez » Tue Sep 22, 2015 4:07 am

A simple wood level with small simple gimmicks.
credits in the GFX folder/ Enjoy it!
I UPDATED THE LEVEL
- Removed piranha plants
- Fixed NPC placement
- Music has been changed to NSMB forest. mp3 since people said WTCA music didn't fit with the level.
- Platform in the 5th section has been added.

Image
Old version
New version
Last edited by Alagirez on Fri Sep 25, 2015 5:12 am, edited 3 times in total.

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Re: Woody Sub-Crunchy Apple

Postby CraftedPbody » Tue Sep 22, 2015 2:59 pm

This looks very good, I'll give it a play soon.

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Re: Woody Sub-Crunchy Apple

Postby ZIkeRIT » Wed Sep 23, 2015 2:49 am

Wow!Im realy like those woody gfx's!But il give it a play soon.Good job Harvey!

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Re: Woody Sub-Crunchy Apple

Postby SecondScolipede » Wed Sep 23, 2015 9:01 pm

Okay, this level is really good but...

the music...



IS WAY TOO LOUD.


also, it doesn't really fit the level. It sounds more like it should belong in a techno style level, not a forest. It's not that bad of a level though. The graphics are nice, and so is the environment. I enjoy the double-layered area in section 2.
Nice work!

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Re: Woody Sub-Crunchy Apple

Postby Alagirez » Fri Sep 25, 2015 12:32 am

SecondScolipede wrote:Okay, this level is really good but...

the music...



IS WAY TOO LOUD.


also, it doesn't really fit the level. It sounds more like it should belong in a techno style level
i think the music fits the level IMO....
ZIkeRIT wrote:Wow!Im realy like those woody gfx's!But il give it a play soon.Good job Harvey!
thanks!

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Re: Woody Sub-Crunchy Apple

Postby PROX » Fri Sep 25, 2015 1:51 am

PROX's unofficial review:
Spoiler: show
A forest level combined with wood and numerous npcs, switch blocks, more switch blocks, and moving platforms.

Design: The level had its moments, but there were a few areas that were pretty crazy. First off, I don't see the point of the block with a marquee effect gimmick since this is a forest level, and it doesn't really fit all that much. Plus it can be a bit disorienting. I applaud the effort of trying to be creative, but personally I think that gimmick would fit more in a ghost house, or a magic castle or something. There was another area where you ride a moving platform to hit an orange switch, but sometimes the venus fire trap before it would spit a fireball and there would literally be no way for me to dodge it. Also apparently you forgot to place a moving platform at the end of the level before the goal so there was no way for me to beat the level.
Score: 2/10

NPC placement: Well what can I say? There was a bunch of npc cluttering in this level. There were a few areas that had up to 5 or 6 npcs clustered together in a small space. Not to mention that 80-90% of the pipes had piranha plants in them. I recommend toning it down a bit. Also there are some venus firetraps that you should get rid of like the one before the orange switch. (not the one on top of it, that one is fine.)
Score: 5/10

Atmosphere: This level had some interesting atmosphere. Visually, it was fine, but the music did not fit the level at all. Not to mention it was incredibly loud. Also the marquee blocks kind of negatively affected the atmosphere.
Score: 6/10

Overall Score: 4.3/10
I'm just wondering, did you playtest your level at all? It had potential, but the last section is what really killed this level. MAKE SURE THE PLATFORM AT THE END WORKS! lol

Alagirez
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Re: Woody Sub-Crunchy Apple (ok)

Postby Alagirez » Fri Sep 25, 2015 5:00 am

PROX wrote:PROX's unofficial review:
Spoiler: show
A forest level combined with wood and numerous npcs, switch blocks, more switch blocks, and moving platforms.

Design: The level had its moments, but there were a few areas that were pretty crazy. First off, I don't see the point of the block with a marquee effect gimmick since this is a forest level, and it doesn't really fit all that much. Plus it can be a bit disorienting. I applaud the effort of trying to be creative, but personally I think that gimmick would fit more in a ghost house, or a magic castle or something. There was another area where you ride a moving platform to hit an orange switch, but sometimes the venus fire trap before it would spit a fireball and there would literally be no way for me to dodge it. Also apparently you forgot to place a moving platform at the end of the level before the goal so there was no way for me to beat the level.
Score: 2/10

NPC placement: Well what can I say? There was a bunch of npc cluttering in this level. There were a few areas that had up to 5 or 6 npcs clustered together in a small space. Not to mention that 80-90% of the pipes had piranha plants in them. I recommend toning it down a bit. Also there are some venus firetraps that you should get rid of like the one before the orange switch. (not the one on top of it, that one is fine.)
Score: 5/10

Atmosphere: This level had some interesting atmosphere. Visually, it was fine, but the music did not fit the level at all. Not to mention it was incredibly loud. Also the marquee blocks kind of negatively affected the atmosphere.
Score: 6/10

Overall Score: 4.3/10
I'm just wondering, did you playtest your level at all? It had potential, but the last section is what really killed this level. MAKE SURE THE PLATFORM AT THE END WORKS! lol
thanks for the review! omg what a low score..... but nevermind.
I UPDATED THE LEVEL
http://www.mediafire.com/download/hi1j4 ... y_H36D.zip
changelog :
- Removed piranha plants
- Fixed NPC placement
- Music has been changed to NSMB forest. mp3 since people said WTCA music didn't fit with the level.
- Platform in the 5th section has been added.

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Re: (updated) Woody Sub-Crunchy Apple

Postby PixelPest » Fri Sep 25, 2015 5:04 pm

My Unofficial Review of (updated) Woody Sub-Crunchy Apple:
Design/Gameplay: 8.9/10 (weighed 70%)
This level combined fun and non-linear gameplay, with great NPC placement, and some interesting gimmicks to create an amazing gameplay experience. Even though it was long, it never seemed to get boring, as more new gimmicks and NPCs were added throughout the level. I liked the concept of not being able to kill the fire piranhas, but how you kept it reasonable and enjoyable with their placement. The introduction of different gimmicks, such as the platforms that could be moved to another place when a switch was hit, were introduced nicely as well. It was great how they weren't overused and created an interesting but not painstakingly hard challenge. The disappearing/appearing brick path idea was interesting, but I think it would be best if it was either introduced in smaller bits eariler on or removed completely, as I found it didn't fit the level really well with the main moving platform/switch gimmick(s) and it was very short and highly concentrated into one area. On a side note, one of the moving platforms was also floating in mid-air until the player jumped onto it, which didn't look great. Moving it down onto the wire by turning off auto-align would make it look a lot better. There were a few NPCs that should have been used maybe a few times more such as the Chasing Chucks and the Big Bill, because like the disappearing/appearing block gimmick, they just weren't used enough to make it look good. Overall though, I enjoyed playing the level and was hooked the whole time. It doesn't much replay value though, because even though it was fun, there weren't any hidden areas or dragon coins to collect, as well as the fact that the route to the 1-up was not very challenging.
Graphics/Music: 8.6/10 (weighed 30%)
The music seemed to really fit now in the level, although it should have some kind of variation between the light and dark forest areas, just because it gets a little annoying by the end since the level is really long. The variety of BGO graphics in this level was great and they were placed quite nicely as well. The wood tileset was quite nice and the pipes, although sometimes a little bright, were overall quite fitting. There weren't any graphics that really stood out to me as not fitting in. There was one part however (in screenshot below), where if the player fell down, they could find a floating goomba and make Mario look as if he is floating if either of them walk from one side of the lower sizable to the other, due to the other sizable appearing infront of the earlier seen one. You could easily fix that by creating a few new objects, one of the top left corner, one of the middle, etc. using blocks such as block-168 and block-289. Overall the graphics fit the level nicely with a few small issues and the music could be changed throughout the dark and light sections, although the tileset and variety of background objects was very good.
Spoiler: show
Image
Overall: 8.81/10
The high end of "Pretty Good" but in my opinion could easily get into the lower end of "The Best".

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Re: (updated) Woody Sub-Crunchy Apple

Postby Alagirez » Sat Sep 26, 2015 12:41 am

Cosmik wrote:My Unofficial Review of (updated) Woody Sub-Crunchy Apple:
Design/Gameplay: 8.9/10 (weighed 70%)
This level combined fun and non-linear gameplay, with great NPC placement, and some interesting gimmicks to create an amazing gameplay experience. Even though it was long, it never seemed to get boring, as more new gimmicks and NPCs were added throughout the level. I liked the concept of not being able to kill the fire piranhas, but how you kept it reasonable and enjoyable with their placement. The introduction of different gimmicks, such as the platforms that could be moved to another place when a switch was hit, were introduced nicely as well. It was great how they weren't overused and created an interesting but not painstakingly hard challenge. The disappearing/appearing brick path idea was interesting, but I think it would be best if it was either introduced in smaller bits eariler on or removed completely, as I found it didn't fit the level really well with the main moving platform/switch gimmick(s) and it was very short and highly concentrated into one area. On a side note, one of the moving platforms was also floating in mid-air until the player jumped onto it, which didn't look great. Moving it down onto the wire by turning off auto-align would make it look a lot better. There were a few NPCs that should have been used maybe a few times more such as the Chasing Chucks and the Big Bill, because like the disappearing/appearing block gimmick, they just weren't used enough to make it look good. Overall though, I enjoyed playing the level and was hooked the whole time. It doesn't much replay value though, because even though it was fun, there weren't any hidden areas or dragon coins to collect, as well as the fact that the route to the 1-up was not very challenging.
Graphics/Music: 8.6/10 (weighed 30%)
The music seemed to really fit now in the level, although it should have some kind of variation between the light and dark forest areas, just because it gets a little annoying by the end since the level is really long. The variety of BGO graphics in this level was great and they were placed quite nicely as well. The wood tileset was quite nice and the pipes, although sometimes a little bright, were overall quite fitting. There weren't any graphics that really stood out to me as not fitting in. There was one part however (in screenshot below), where if the player fell down, they could find a floating goomba and make Mario look as if he is floating if either of them walk from one side of the lower sizable to the other, due to the other sizable appearing infront of the earlier seen one. You could easily fix that by creating a few new objects, one of the top left corner, one of the middle, etc. using blocks such as block-168 and block-289. Overall the graphics fit the level nicely with a few small issues and the music could be changed throughout the dark and light sections, although the tileset and variety of background objects was very good.
Spoiler: show
Image
Overall: 8.81/10
The high end of "Pretty Good" but in my opinion could easily get into the lower end of "The Best".
Thanks for the review! BTW the image is not working in my computer..... :(

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Re: (updated) Woody Sub-Crunchy Apple

Postby PixelPest » Sat Sep 26, 2015 7:07 am

Harvey36Dice wrote:Thanks for the review! BTW the image is not working in my computer..... :(
I wonder why? It works fine on my phone and my computer even when I'm not logged into photobucket. Here's a url link to the image: http://i651.photobucket.com/albums/uu23 ... r5kgnr.png

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Re: (updated) Woody Sub-Crunchy Apple

Postby JupiHornet » Sat Sep 26, 2015 7:35 am

tfw people who don't play geometry dash don't understand the music

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Re: (updated) Woody Sub-Crunchy Apple

Postby ShadowStarX » Wed Oct 07, 2015 12:39 pm

Woody Sub-Crunchy Apple

Design & Gameplay: 7.5/10 (counts 70%)
This level was fun. (true, not that awesome and I'll explain it later) The design is p. good in the level, and I didn't really hate the usage of the switch blocks to be honest. I also like the NPC and coin placement, I found it good too. There were also some gimmicks in the level. The difficulty was also alright at most points, I didn't find it unfair or super easy. The powerup vs. enemy ratio is also pretty good.
Though the level was fun mostly, it SOMETIMES got boring.

Atmosphere & Visuals: 8.5/10 (counts 30%)
I liked the overall atmosphere of the level. The music fits well and there is a fair amount of BGOs. I also haven't found any graphical bugs like cutoff, clash, etc. This level had a calm atmospheric feeling for sure.

Score: 7.8/10
Pretty calm forest level with some little flaws
Moved to 'Pretty Good'


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