Hazardous Hatchery: Pisces Surge

They're not that bad, but they're not that good either.

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TheKingOfBoos
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Hazardous Hatchery: Pisces Surge

Postby TheKingOfBoos » Fri Nov 13, 2015 3:37 pm

The ONLY level ever made that is set in a fish hatchery (at least to my knowledge)
Image
http://www.mediafire.com/download/ta74j ... tchery.zip
Please note that you need to think carefully when playing this level, as there are a few tricky spots.

Graphics credits: Mostly vanilla, with some CGFX by Mudkip (the tileset) and the rest by me.
Last edited by TheKingOfBoos on Fri Nov 13, 2015 3:49 pm, edited 1 time in total.

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Re: Hazardous Hatchery: Flying Fish Frenzy

Postby PixelPest » Fri Nov 13, 2015 3:45 pm

What happened to Hazardous Hatchery: Pisces Surge? Anyway, looks great. I can't wait to play it and I'm sure I'll really enjoy it when I get around to doing so. Interesting graphic choices!

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Re: Hazardous Hatchery: Flying Fish Frenzy

Postby TheKingOfBoos » Fri Nov 13, 2015 3:49 pm

PixelPest wrote:What happened to Hazardous Hatchery: Pisces Surge? Anyway, looks great. I can't wait to play it and I'm sure I'll really enjoy it when I get around to doing so. Interesting graphic choices!
Oh snap I forgot the real name. Let me ftfy. Thank you! I'm sure you will enjoy it, I put a lot of hard work into it! JUST BE CAREFUL! There are two places where if you rush through you'll fail. Think! Be slow! That's my top secret advice to you :)

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Re: Hazardous Hatchery: Pisces Surge

Postby Choco » Fri Nov 13, 2015 5:18 pm

kill me now...

Choco's Unofficial Review
Hazardous Hatchery: Pisces Surge

Gameplay (60%) - 1.5/10[/size]
I don't think, even in my previous time as an LJ, I gave this low of a Gameplay score. But this is definitely justified. Let's start here. This level does not seem to know who it is. For example, was this a wood level or a desert level? Nobody knows. Probably the only consistency was the annoying bouncy fish. Now, variation across your level is a good thing - don't get me wrong - but you used a concept for a couple screens and then just threw it in the trash can. This did not feel like one level. Each section brought about 5 new enemies and a new poorly-designed gimmick. Meanwhile, it was long. It's also easy to die. It also has no checkpoint and very little powerups in the first half of the level. This is never a good thing. So every time you fell, you had to replay the previous course where cheap deaths are a specialty. Let's break this down section by section.

Section 1 Decent-ish section. Those flying fish can cause some pretty cheap deaths though, with their bouncing creating a murderous hitbox. And when one comes out of a certain pipe that's about a pixel above you? Whoo. I also find it odd how the section used one Goomba, one Koopa, and one crab thingy. Consistency, anywhere? Not really. The Bob-omb Buddy felt out of place.
Section 2 Sudden jellyfish and water-maneuvering. Not much else to say here, this was kind of a bland section. And the area with the powerup felt pretty cramped.
Section 3 Was this section playtested? Don't think so. The platforms are annoying as heck, along with the fact that you pretty much have to make a blind jump off the second one because the intended path is pretty much impossible thanks to my good friends, chase Parakoopas. The water section was incredibly cramped, and this is where the level gets impossible. You can't pass the first switch blocks without turning them off. Following that, you have to turn them back on to pass. The only switch block that you can actually reach (there is one, but it's kinda sorta in the ground surrounded on both sides and the way to activate it is very obscure and if you mess it up you have to restart the ENTIRE LEVEL) is back before the blocks that you need to be off. Also a random note block there. This is followed by a blind jump onto spikes if you don't see the platform because it's gone by. And then you get shown how to hit that switch block... after you already did. Also going to mention the 1up that's basically free.
Section 4 The final section and probably the worst. To accomplish this, you have to basically guess the blocks to hit... and then restart the level if you fail. Fun times. The Toad and useless Fire Flower were out of place. No comment.

And most importantly... A LEVEL THIS LONG SHOULD HAVE MORE THAN 37 COINS!

Gameplay (40%) - 3/10[/size]
Uhh... could be worse. At least it's all SMB3.
This level doesn't have an identity graphically either. Desert, wood, water, hatchery? I don't know. For the record, this looks nothing like a hatchery. I feel like those sizeables were an eyesore, especially when bunched together like in the area with the first powerup. Not to mention the amount of cutoff in this level. The sizeables were covered, but not well - thickening the outline is pretty ugly too. The spinning water thingies have the wrong outline for the rest of the level, and the ones inground created some pretty ugly pixels between the ground and them. Section 3 felt bland, and the two tilesets were not combined well at all. In the first two sections, it was at least tolerable. In Section 4, the Rinka looks cool at first, but it kind of just feels out of place. The background was extremely unfitting with the rest of the level, as well as the intended theme. I know there isn't much to say here, but I just generally did not find this level visually appealing.

Overall - 2.1/10[/size]
The effort's there. It just... wasn't executed well.

This review may seem a little harsh. I'm really sorry, and I know you tried, but I have to be honest here.
Last edited by Choco on Fri Nov 13, 2015 5:23 pm, edited 1 time in total.

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Re: Hazardous Hatchery: Pisces Surge

Postby TheKingOfBoos » Fri Nov 13, 2015 5:23 pm

Choco wrote:kill me now...

Choco's Unofficial Review
Hazardous Hatchery: Pisces Surge

Gameplay (60%) - 1.5/10[/size]
I don't think, even in my previous time as an LJ, I gave this low of a Gameplay score. But this is definitely justified. Let's start here. This level does not seem to know who it is. For example, was this a wood level or a desert level? Nobody knows. Probably the only consistency was the annoying bouncy fish. Now, variation across your level is a good thing - don't get me wrong - but you used a concept for a couple screens and then just threw it in the trash can. This did not feel like one level. Each section brought about 5 new enemies and a new poorly-designed gimmick. Meanwhile, it was long. It's also easy to die. It also has no checkpoint and very little powerups in the first half of the level. This is never a good thing. So every time you fell, you had to replay the previous course where cheap deaths are a specialty. Let's break this down section by section.

Section 1 Decent-ish section. Those flying fish can cause some pretty cheap deaths though, with their bouncing creating a murderous hitbox. And when one comes out of a certain pipe that's about a pixel above you? Whoo. I also find it odd how the section used one Goomba, one Koopa, and one crab thingy. Consistency, anywhere? Not really. The Bob-omb Buddy felt out of place.
Section 2 Sudden jellyfish and water-maneuvering. Not much else to say here, this was kind of a bland section. And the area with the powerup felt pretty cramped.
Section 3 Was this section playtested? Don't think so. The platforms are annoying as heck, along with the fact that you pretty much have to make a blind jump off the second one because the intended path is pretty much impossible thanks to my good friends, chase Parakoopas. The water section was incredibly cramped, and this is where the level gets impossible. You can't pass the first switch blocks without turning them off. Following that, you have to turn them back on to pass. The only switch block that you can actually reach (there is one, but it's kinda sorta in the ground surrounded on both sides and the way to activate it is very obscure and if you mess it up you have to restart the ENTIRE LEVEL) is back before the blocks that you need to be off. Also a random note block there. This is followed by a blind jump onto spikes if you don't see the platform because it's gone by. And then you get shown how to hit that switch block... after you already did. Also going to mention the 1up that's basically free.
Section 4 The final section and probably the worst. To accomplish this, you have to basically guess the blocks to hit... and then restart the level if you fail. Fun times. The Toad and useless Fire Flower were out of place. No comment.

And most importantly... A LEVEL THIS LONG SHOULD HAVE MORE THAN 37 COINS!

Gameplay (40%) - 3/10[/size]
Uhh... could be worse. At least it's all SMB3.
This level doesn't have an identity graphically either. Desert, wood, water, hatchery? I don't know. For the record, this looks nothing like a hatchery. I feel like those sizeables were an eyesore, especially when bunched together like in the area with the first powerup. Not to mention the amount of cutoff in this level. The sizeables were covered, but not well - thickening the outline is pretty ugly too. The spinning water thingies have the wrong outline for the rest of the level, and the ones inground created some pretty ugly pixels between the ground and them. Section 3 felt bland, and the two tilesets were not combined well at all. In the first two sections, it was at least tolerable. In Section 4, the Rinka looks cool at first, but it kind of just feels out of place. The background was extremely unfitting with the rest of the level, as well as the intended theme. I know there isn't much to say here, but I just generally did not find this level visually appealing.

Overall - 2.1/10[/size]
The effort's there. It just... wasn't executed well.
Thanks for the review! I think that's a pretty fair review, although I would like to say that you don't have to guess in section 4. You just have to look around, move to the end of the section, and then you'll see you shouldn't hit the green block.
Also, it's not a "desert" level. That is mudkip's underwater tileset, so it's actually a underwater/wood level. I could nitpick your review further but I guess I'll just accept it...
Oh yeah one other thing. The switches in section 3. I know they are a bit cheap but I was trying to be clever.
Last edited by TheKingOfBoos on Fri Nov 13, 2015 5:29 pm, edited 2 times in total.

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Re: Hazardous Hatchery: Pisces Surge

Postby Choco » Fri Nov 13, 2015 5:24 pm

TheKingOfBoos wrote:HOWEVER, I'd like to request another review from an official level judge.
...
Choco's Unofficial Review
Unofficial
You were never not getting one.
Last edited by Choco on Fri Nov 13, 2015 5:25 pm, edited 1 time in total.

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Re: Hazardous Hatchery: Pisces Surge

Postby TheKingOfBoos » Fri Nov 13, 2015 5:25 pm

Choco wrote:
TheKingOfBoos wrote:HOWEVER, I'd like to request another review from an official level judge.
Choco's Unofficial Review
Unofficial
I know I know I'm just making sure :) Thanks again for the review!

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Re: Hazardous Hatchery: Pisces Surge

Postby ShadowStarX » Mon Nov 16, 2015 2:30 pm

Hazardous Hatchery review

Design & Gameplay: Bad
| The gameplay was sometimes okay and sometimes boring.
- The biggest flaw in the level is the fact that there isn't a checkpoint. The level also was random when it came to gimmicks. The sections were way too different and the level didn't feel to know what to do. The lack of checkpoint was mostly annoying in the puzzle section. Speaking of the puzzle section, which is also the last, can be unfair on the first attempt. I mean, it can kill you very easily. It would be bad even with a checkpoint.

Atmosphere & Visuals: Below Average
| The music was slightly unfitting. The level was sometimes decorated very decently but sometimes it was bland too. (try placing BGOs equally in a level next time)
- This level had some stuff that didn't go well with each other. The combination of wood, sand and metal??? isn't a good idea, use only two of them, otherwise it will go overkill.

Score: 4/10
A slightly enjoyable level with some flaws in it.
Moved to 'Average'

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Re: Hazardous Hatchery: Pisces Surge

Postby TheKingOfBoos » Mon Nov 16, 2015 2:52 pm

ShadowStarX wrote:Hazardous Hatchery review

Design & Gameplay: Bad
| The gameplay was sometimes okay and sometimes boring.
- The biggest flaw in the level is the fact that there isn't a checkpoint. The level also was random when it came to gimmicks. The sections were way too different and the level didn't feel to know what to do. The lack of checkpoint was mostly annoying in the puzzle section. Speaking of the puzzle section, which is also the last, can be unfair on the first attempt. I mean, it can kill you very easily. It would be bad even with a checkpoint.

Atmosphere & Visuals: Below Average
| The music was slightly unfitting. The level was sometimes decorated very decently but sometimes it was bland too. (try placing BGOs equally in a level next time)
- This level had some stuff that didn't go well with each other. The combination of wood, sand and metal??? isn't a good idea, use only two of them, otherwise it will go overkill.

Score: 4/10
A slightly enjoyable level with some flaws in it.
Moved to 'Average'
Thank you for the review SSX! And thanks for the average score! That makes me really happy! :) (It's better than the trash can anyway :P)

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Re: Hazardous Hatchery: Pisces Surge

Postby ShadowStarX » Mon Nov 16, 2015 3:43 pm

TheKingOfBoos wrote:
ShadowStarX wrote:Hazardous Hatchery review

Design & Gameplay: Bad
| The gameplay was sometimes okay and sometimes boring.
- The biggest flaw in the level is the fact that there isn't a checkpoint. The level also was random when it came to gimmicks. The sections were way too different and the level didn't feel to know what to do. The lack of checkpoint was mostly annoying in the puzzle section. Speaking of the puzzle section, which is also the last, can be unfair on the first attempt. I mean, it can kill you very easily. It would be bad even with a checkpoint.

Atmosphere & Visuals: Below Average
| The music was slightly unfitting. The level was sometimes decorated very decently but sometimes it was bland too. (try placing BGOs equally in a level next time)
- This level had some stuff that didn't go well with each other. The combination of wood, sand and metal??? isn't a good idea, use only two of them, otherwise it will go overkill.

Score: 4/10
A slightly enjoyable level with some flaws in it.
Moved to 'Average'
Thank you for the review SSX! And thanks for the average score! That makes me really happy! :) (It's better than the trash can anyway :P)
Well, if you had a checkpoint, it would've had something like a 5 or a 5.5, so good luck with making levels and graphics in the future.
I'd also recommend you to post levels a bit more often (bc if you get a score somewhere between 4 and 7, feedback is really helpful, I'm saying it by experience)
Overbaked Oasis, then Pepper Pyramid -> 3 points of difference in score
So, don't be sad if you get a 4, you'll get better and you'll be able to do levels that are going to end up in p. good, and maybe in the best (true that's really hard)

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Re: Hazardous Hatchery: Pisces Surge

Postby TheKingOfBoos » Mon Nov 16, 2015 7:08 pm

ShadowStarX wrote:
TheKingOfBoos wrote:
ShadowStarX wrote:Hazardous Hatchery review

Design & Gameplay: Bad
| The gameplay was sometimes okay and sometimes boring.
- The biggest flaw in the level is the fact that there isn't a checkpoint. The level also was random when it came to gimmicks. The sections were way too different and the level didn't feel to know what to do. The lack of checkpoint was mostly annoying in the puzzle section. Speaking of the puzzle section, which is also the last, can be unfair on the first attempt. I mean, it can kill you very easily. It would be bad even with a checkpoint.

Atmosphere & Visuals: Below Average
| The music was slightly unfitting. The level was sometimes decorated very decently but sometimes it was bland too. (try placing BGOs equally in a level next time)
- This level had some stuff that didn't go well with each other. The combination of wood, sand and metal??? isn't a good idea, use only two of them, otherwise it will go overkill.

Score: 4/10
A slightly enjoyable level with some flaws in it.
Moved to 'Average'
Thank you for the review SSX! And thanks for the average score! That makes me really happy! :) (It's better than the trash can anyway :P)
Well, if you had a checkpoint, it would've had something like a 5 or a 5.5, so good luck with making levels and graphics in the future.
I'd also recommend you to post levels a bit more often (bc if you get a score somewhere between 4 and 7, feedback is really helpful, I'm saying it by experience)
Overbaked Oasis, then Pepper Pyramid -> 3 points of difference in score
So, don't be sad if you get a 4, you'll get better and you'll be able to do levels that are going to end up in p. good, and maybe in the best (true that's really hard)
Hey thanks for the advice man! I appreciate it!


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