March 1
Congratulations, Quill. Results at last! Great thanks to our wonderful judges who made this possible! I'll be posting one tier a day. Each tier contains 10 levels. Enjoy!
February 14
The levels have now been sent to the judges! Expect the first results in around two weeks!
February 14
Time's up! We got 82 submissions which is great because I, along with others, feared that we'd get less submissions than normal due to the contest taking place when most of us are in school. I'll send the levels to the judges shortly, probably give them some two weeks to work through reviewing each and then we'll have results. Good luck to all!
January 14
Welcome to the 12th Community Contest! With 11 contests behind and the Tower of Biased series concluded with the 10th installation, it seems only fitting to try something new. First of all, LunaLua is allowed. Secondly, the contests will no longer be seasonal. Meaning I will no longer pretend that the contests are held regularly. :P I'm positive the contest will happen at least once a year from now on.
Due to the delaying of the release of SMBX 2.0, we won't be using it. If you want to use features from it, you will have to add them in a file in your level folder. I also may have mentioned in public that we also planned to have a restriction of some sort, like the randomly generated level names in MAGLX, to prevent people from submitting levels that have been prepared beforehand, but we ultimately decided against it. Afterall, this is just a level design contest and submitting an old level doesn't give you an advantage because anyone can start beforehand if they wanted to. And we always give one month to make levels after announcing the contest. I would argue you can design your best level well in that time and there's little you can do to improve your level in that extra time you achieve by starting beforehand.
You have until 14th of February (one month from when this was posted) to submit a level. Sign up by posting in this topic saying that you're going to participate! Read the rules and send your level to me due the deadline.
Deadline
- 14th of February, 10:00 PM UTC.
Those who have submitted their reviews will be bolded.
- Chad
- ElTipsta
- Quill
- Shinbison-Kof
- Valtteri
Those who submitted their level will be bolded.
- Spoiler: showValtteri
Chad
ElTipsta
Quill
Shinbison-Kof
Marina
MECHDRAGON777
Enjl
h2643
PROX
StrikeForcer
DarkMecha
AeroMatter
Natsu
Zeldamaster12
snoruntpyro
Eternity
RudeGuy07
Spinda
ParmaJon
Thetoxicminecrafter1
Classic Tails
Willhart
Harvey36Dice
Paradox Master
MosaicMario
Prado
bulletbill43
Ness-Wednesday
Airship
Mivixion
FrozenQuills
HenryRichard
PixelPest
TNTtimelord
Kuribo
Koopa-Fan
hyper
ShyGuyOfMoonside
Cedrik
Sanct
HeroLink64
FireLink
ShadowStarX
witchking666
FluffiMasta
Meepingturtle
as303298
Ludwig von Koopa
glitch4
litchh
TheDinoKing432
Suckerman7 GM
Trace42
Darkonius Mavakar
Kep
Linik
Phazon1111
Waddle Derp
Murphmario
Turtwig
Nien
HealthyMario
Rawr
Sewpah
Metroidologist X7
PaperPlayerX
AlexGKubbed
King of GETs
Dracyoshi
Man1234FK
Wohlstand
EpicMarioBro
Superiorstar
The_Legend_of_Link
Tinkerbell
The Thwomp King
Zonnepoes
Bomber57
Nat the Porcupine
krakcurr
jamai3636
Friendly Dictator
Shadow40
Yoshi021
AirSeus
The0x539
Swinder
HVMetal
___a
Zipper
SuperMario7
SamyPlaysSMBX
andregemeo23
Sux
SecondScolipede
Nightmayor
DarkWolf658
Catastrophe
Nordic59
Alex48
Arceus88
Reign
Treaunce
Gameinsky
ap3jmpt
LunaticQuark
Cloth pocket
8flight
Super Mario Channel
Sans
superhammerbros100
ShoulderBreakDown
Pivot40Channel
Horikawa Otane
jasonbt
fireflower30
diamantico21
von Boltz
RoundPiplup
zlakergirl357
Skulldug13
molybdochalkos
You'll submit a level (that meets the criteria stated under Rules) before the deadline, and after that the judges will take a week or so reviewing them. Each level will have a score on a scale of 0-10 and will be given a short review from all the judges.
Rules
Violation of the red rules will result in a disqualification.
Violation of the orange rules will result in your final score being reduced by 1 point.
- The judges mustn't know which level you made. You may not reveal any details about the level to the public before the judges are done judging all the levels. This includes showing screenshots of the level prior to this announcement. You may not submit a level that you've posted screenshots of, or videos for that matter. And you can't say which level you made.
- You may only submit one level. If it's an accident, we'll just drop the extra level but if you submit a second level under another name, both levels will be disqualified.
- It has to be made by you and you alone. The level, that is. You can use anyone's graphics/music (unless they haven't permitted it obviously).
- You must submit the level before the deadline.
- The level must be complete and completeable with at least Mario. If you want the level to be played as another character, add character blocks in the level.
- The level cannot end to other than a Star (SMW or SMB3) and it can't have more than two.
- The level can't end the game.
- Don't put the .lvl or the music in the graphics folder.
- Do not use music that goes beyond 6 minutes. And this means a single song, not all the songs combined. I don't care how many songs you use, just make sure none of them as an individual goes beyond 6 minutes.
- Levels with unreasonable difficulty will be scored low. Our judges are not required to beat levels if they're crazy hard. This is because they often take too much time to complete, and frankly, they are particularly tedious. You have been warned.
- By submitting a level you agree that it will be in a public episode containing all the submissions.
How to submit a level
- Sign up by posting in this topic that you want to participate!
- Put your level in a ZIP along with the optional custom graphics folder and custom music.
- Please don't put the files in another folder before archiving because I will have to move them out afterwards and that's more unnecessary work for me.
- You may include a readme with tips if you want. But if your readme only has credits for graphics or something, please put it in the graphics folder. I only want critical info regarding playing the level next to the levels themselves.
- LIKE THIS
→ - Archive your level as shown above. Don't put the level, music or the possible readme inside the custom graphics folder as I have to move it out and it slows down the process unnecessarily. Make sure the custom graphics folder and the level have the exact same name as otherwise the custom graphics won't display in the level.
- Also put the additional LunaLua files in the graphics folder.
- Give your level a unique name. Don't name it "Level" or "Contest" as that just makes organizing the levels a pain and at worst levels will get overwritten because they have the same names.
- Name the custom music as shown above. Here's an example. If it's the desert theme from New Super Mario Bros. Wii, don't name it "Desert" or "Custom music" because it could overwrite an existing custom music with the same name when I pack the levels for the judges. Renaming songs and then making sure they still work in the correct levels is extremely time-consuming. So do this instead: name it nsmbw-desert.mp3. That's a great way to prevent overwrites, and if somebody happens to use the same music, the overwrite is actually beneficial as the double song will be eliminated and the package size will be reduced.
- Don't name your readme just "Readme" either because, again, that'll definitely cause overwrites. Put the name of your level in the beginning of the name as shown above.
- Please name the .zip after the level, too.
- LIKE THIS
- Send your level to me in a Private Message. I will then send them to the judges in one package.
Tier 1
Spoiler: show
83. Quill - Rinkas;Snakes and Ladders (0.01/10)
- bossedit8 (0.05/10)
- Yoyoyoyooooo!!! What's this?!? IS THAT A LEVEL WHERE YOU HAVE TO BE A MAN, CLIMBING UP THE LADDER A MILLION MILES?!? ALSO... THAT'S THE ONLY THING TO DO THROUGHOUT THE ENTIRE LEVEL AND IT'S... LONG!!! At least you get to listen to the music. Also apparently this level crashes when I open it with a LunaLua based SMBX. Overall... a huge timekiller if you want get on top of the level and see a giant ULTIMATE RINKA that has a nice message to you. Just nice from you!
- Starting from the bottom in the editor and holding Shift+Up to scroll upward fast, it took me about 1 minute and 17 seconds to reach the end. Beat that, speedrunners!!1!1
- This is the level's best joke. I think this just about says it all (not saying that Mechdragon is the designer by the way, I have no idea). That plus the fact that the ladder is so long I couldn't be bothered to get to the top of it. Just skip this level altogether. Fuck me, there are some truly outstanding levels with the Rinkas; name, and then there's this piece of shit.
- Chad (0.0/10)
- This level answers the burning age-old question pondered by the most brilliant minds for most of human history: "How many times can P-switch and colored block barricades be used to pointlessly delay the player's progress in a single section?" The final answer is, of course, yes. I'm glad that we could all share in this revolutionary increase of knowledge.
- I think the saddest thing about this level is that 8flight spent an hour of their life making this level, which he is never going to get back, all for the purposes of this contest. It was funny for the first ten seconds at least, so I'll give you that.
- When using flexible, thin blocks to take up space in a level editor, try and not create a generically straight line that just expands up into nowhere, but make a "grid" of sorts out of the cords to put decoration into, making it much easier to take up space, which can otherwise be accomplished by half-alpha'd castle-ish decoration set up in a visually appealing pattern with the shading color set to black and the first color set to a lighter version of one of the colors in your palette that blends in/pops out from the background, as both of them are visually appealing and can be used to give the background some texture, also known as, taking up space.
- I never saw so many switches in one place!
- Chad (0.0/10)
- Anyone else like cats? I like cats. They're soft, cuddly, and sweet. They have pointed ears, make a :3 face, and they purr when they like you. Cats are nice. I feel like I'm forgetting something here, but I can't place what. I'm going to go pet a cat now.
- Political levels in SMBX are a great idea. Though this concept really needed expanding on to be good.
- I was only 9 years old I loved Donald Trump I had all the merchandise Every night I’d pray to Trump for deporting illegal immigrants My dad would hear me and call me a racist I knew he was just jealous of my devotion to Donald Trump I called him a cunt He slaps me and send me to bed I’m crying now and my face hurts I feel a warmth approach me It was Donald Trump I’m so happy He whispers in my ear “we need to build a wall” Then he gets me out of bed and reaches in his pocket I’m ready I open my wallet for Donald He gives me a small loan of a million dollars It hurts so much, but I do it for Donald I feel my wallet tearing as he puts the money in He roars a mighty roar as he puts the money in My dad walks in and says “what the fuck” Donald Trump looks at him and says “you’re fired” Trump leaves through the window Trump is love, Trump is life
- This guy in the photo seems important!
- Chad (0.0/10)
- I couldn't play this level, my computer couldn't handle all 50 of those blocks.
- If you're not going to design the level seriously, at least make it funny. Like that level with the Mountain Dew graphics. Don't waste your submission on something anyone can make in a minute or two.
- Here in my garage, just bought this new Lamborghini here. It’s fun to drive up here in the Hollywood hills. But you know what I like more than materialistic things? Knowledge. In fact, I’m a lot more proud of these seven new bookshelves that I had to get installed to hold two thousand new books that I bought. It’s like the billionaire Warren Buffett says, “the more you learn, the more you earn.” Now maybe you’ve seen my TEDx talk where I talk about how I read a book a day. You know, I read a book a day not to show off it’s again about the knowledge. In fact, the real reason I keep this Lamborghini here is that it’s a reminder. A reminder that dreams are still possible, because it wasn’t that long ago that I was in a little town across the country sleeping on a couch in a mobile home with only forty seven dollars in my bank account. I didn’t have a college degree, I had no opportunities. But you know what? Something happened that changed my life. I bumped into a mentor. And another mentor. And a few more mentors. I found five mentors. And they showed me what they did to become multimillionaires. Again, it’s not just about money, it’s about the good life; health, wealth, love and happiness. And so I record a little video, it’s actually on my website, you can click here on this video and it’ll take you to my website where I share three things that they taught me. Three things that you can implement today no matter where you are. Now, this isn’t a “get rich quick” scheme. You know, like they say if things sound too good to be true they are too good to be true. I’m not promising you that tomorrow you’re gonna be able to go out and buy a Lamborghini. But what I am telling you is that it can happen faster than you think if you know the proven steps. So, I record a little two minute video on my website. Like I said, now it’s not the most professional I just shot it here with my iPhone, but it’s real. Nobody can argue, this is my true story. And I’m going to give you the three most important things you can do today. So click the link, go there it’s completely free to watch it it’s just a couple minutes. Invest in yourself. Always be curious. Don’t be a cynic. Okay, people see videos like this and they say “Ah that’s not real that’s for somebody else.” Don’t listen, don’t listen. Be an optimist. Like, Conrad Hilton, the man who started Hilton Hotel, he said that he was only fifteen years old when he read a book by Helen Keller, and that book changed his life. Books can change your life. And in that book, Helen Keller said “optimism” so if you’re a cynic, if you’re a pessimist you don’t need to click here. Don’t worry about it, I don’t need to talk to everybody. But if you’re somebody who knows that there’s something better, cause the dream is possible, you know, for some of you watching it’s not necessarily a Lamborghini, maybe it’s a new job, a new opportunity, starting your own company. Maybe it’s a new lifestyle without so much stress, traveling the world, doing those things you know you’re destined to do. You can do those unless you understand finances. Money, I don’t call it money anymore, I call it fuel units. You must have enough fuel units to live out your dream and to live out your destiny. So, I’ll see you on my website, it’s a quick video and you’ll see there absolutely free. So just click this video and you’ll be taken there in a second, and uh, I’m excited to share this amazing stuff. You’ll see, not because of anything of me but because I’ve been fortunate enough to learn from mentors many years ahead of me. Not just in books like these, although I love books but also real in-person mentors. So let me share with you these three tips that have made all the difference in my life. They’re practical, you can do them today, you can start on them today. All right? See you there on my site.
- Oh. How does the sea not have water? Ok, it's a Mario game, everything is possible. Thanks for the free star.
- Chad (0.5/10)
- Science has determined that enabling God Mode in this level will allow you to complete it in like 30 seconds and give you the miraculous power of shielding yourself from a super dense cloud of Rinkas and broken NPCs! Incredible!
- omg this level has spam 10/10
- REASONS TO VOTE !!! FOR DONALD J. TRUMP 1. Donald J. Trump is the only candidate who can turn things around for America and should be taken seriously!!! He loves America and Americans of ALL races. He is immune to special interest lobbying because he has accepted no donations or special interest money. No other candidate can make this claim. He is an executive. The President of the United States is the Chief Executive Officer of our nation. We don’t need a policy expert or a legislator – we need someone who knows how to run an organization. Mr. Trump is the only candidate who has a proven record as a successful executive on a large scale. He is honest. Mr. Trump is a man who tells the truth. He may not always say it in the most polished way, but our country has had enough suave liars. It is time for some straight forward honesty. He is decisive. As President every decision he makes would be in the best interest of the country. We hear about his having business interests that filed for bankruptcy. In each case, he looked at the situation as it was, and then he cut his losses. We need someone who will look at government programs realistically and if they are failures; will end the wasteful Washington spending. He is courageous. Mr. Trump has been viciously attacked by the Washington establishment and the media – and he has not budged one inch. In other words, he is willing to take charge and lead. He listens. At Trump Presidential events, the audience gets to actually speak to him without being screened, and he responds without a teleprompter. His success is unmatched in the business world by all the others - He attended one of the best business schools/ to make 10 billion dollars. Having an IQ of 157, his knowledge of contracts and negotiating is brilliant/ internationally/ unparalleled. No one builds an international business empire the size of Trump's without being able to win at the negotiating table. He was popular in the Apprentice/ number 1# rated program 10 years running. He wrote 10 best-selling books [ His book the Art of a deal [educational] He owned and operated Miss Universe/ Miss America] beauty pageants. He’s doing business worldwide therefore his experience is desirable/ knows cultures/international taxes/ pricing/ shipping/ unions/ regulations/ contracts/ business/ practices/ suppliers/ safety rules/ types of workers. He’s into construction, media, manufacturing, travel and publishing. He’s a job producer/ just for the records/ most of his CEO’s are women/ yes they make more than the men/ creditability counts. He gives millions to charities. He understands currencies/ money exchanges/ inflation, deflation worldwide wages. His tax program 0-10-15-25 is simple. His universal interstate medical/ insurance program is very realistic/ competition. He has a good five point immigration program. He’s pro military & Vet’s [improve VA hospital/care] Take ISIS oil fields to pay Vets. He wants to seal off the boarder [build that wall] He’s built a 96 story building/ he thinks that’s harder than constructing a wall. He understands that a nation without borders, language and laws is not a nation. He’s anti-Iran deal/ pro-Israel. He says it states we have to protect Iran if Israel attacks [Iran keeps saying they are going to wipe Israel and us off of the map]. His pro Christmas stance is anti [political correct]. He also realizes that our nation is being trashed worldwide and speaks up about it. He recognizes the China money manipulation policy which is anti-USA. He says that Japan’s tariff on US goods [one way deal making]. He wants to put a tariff on Mexican goods/ all traffic/ cut off aid. Remember when Trump said; we protect Saudi Arabia therefore they must pay. We fought and spend billions in Afghanistan to help those people and China is mining their minerals because the Obama administration is incompetent/ can’t win at negotiating/ stupid leaders. He’s warning America of [Poisons vaccines] and the dangers. He wants a high tech military/ a world class military/ hardware/ hacking/ security [too good to fail]. He realizes we have a Muslin problem in this nation. He thinks Obama’s birth certificate is a fraud [check out his SS#, no draft card/ old pass port/ E-verification status, school records [remember his dad isn’t American therefore he isn’t qualified for the office he’s in]. He will work for a $1 per year salary, give the rest to charity and not accept the pension after presidency if elected. Trump is going to organize the FASTEST government ever seen... No BS red tape. He will use China's influence in North Korea to secure the peninsula of Korea and in the process increase commerce amongst China Sea nations...
- Only God can finish this level...where is the effort in this?
- 1 point for making it almost like a level.
- Chad (0.0/10)
- I sure am glad you included a single small room with a few talking NPCs! I don't know how I would have gone on without this wonderous and whimsical gift and I shall cherish it forever. Right after I forget about it immediately and open another level.
- Were you pissed when you made this? If you were, it dosen't clash, so congrats buddy :)
- WAV is the superior lossy format, as it loses and regains data in a 'wavelike' (thus the name) manner. A day of a song sitting on your hard drive might corrode the audio file by maybe 30 microbits per sample-- not much, but it adds up! Within a month, you may even be sitting on youtube-quality audio. If that's the case, just sit back and wait another month, so that the WAV file can recompress the missing audio. Good as new! This is also why so-called "stereo" WAV files come with two audio files: an L for "losing", and an R for "returning". That way, you can always have audiophile-approved sound!
- I prefer pubs in the night. The pub background is nice! Why does this pub only have 2 tables? Rinka's pub must be more popular!
- Nice graphics. Get it? Because I made them haha I'm so biased
- bossedit8 (2.5/10)
- Well this is a thing, SMB3 Toad House in an actual level format. I like the concept for this particular level but since this is the whole level and there's nothing else, I can't qualify it as a regular level. It's just a bonus level that's usually a part of a SMBX Episode. You do get a power up though... it is random what you get from the chests and it is a neat concept for a Toad House but for a regular level, not really.
- Well, name's not wrong. Doesn't offer a lot as a contest entry, although the powerups are nice gifts that I'm sure will be abused in the other levels.
- This level feels like the designer didn't have enough time to cook up a bonus house level that can be completed in under 10 seconds. Great for an episode, terrible for s contest where you will be placed alongside clash, memes and poor level design.
- what chad said
- Why would you submit a Toad House in a contest??? Nice graphics btw.
- Chad (2.5/10)
- Oh man that was certainly a thing that I played that some might call a level if you squint really really hard while standing on your head. Actually it does kinda have slight merit as being sort of a legit "outrun the rising lava" gimmick, even if it's in the most rudimentary and nonsensical fashion possible.
- Is this memes? Yes it's memes.
- you're a little to the party with this one, buddy
- Oh annoying horns everywhere, sorry mortal kombat theme... The level design is horrible, but the challenge that the acid provides is nice.
- The music was absolutely atrocious... You get one point for making the climb almost interesting.
- Chad (0.0/10)
- Sorry, but this really isn't good. Incredibly minimal design, blind jumps galore, poorly introduced hazards, tedious spin-jumping, required hits, things that are impossible to anticipate or react to, and ends off with a boss where you have to dodge generated Banzai Bills and Rinkas that literally take up all of the space you can conceivably interact with. This level wasn't made with the experience of the player in mind or how difficult it would be, it just felt thrown together with no rhyme or reason. I don't really know what to suggest here beyond studying other levels, seeing what they do, and trying to replicate that yourself in future creations.
- Oh I see what you did there. Either way, this level is pretty bad and I think it's deliberate. It's hard to tell where you are going (such as in section 2 with the coins in between the lava you could mistake for BGOs) as the level is a bit TOO open, and this leads to constant unnsescary deaths. The spin-jupming sections are unnessecary especially if the player has a Fire Flower (which are given in this level), likewise the unreasonable narrowness of warp 3 being in between two lava tiles, and the powerup spam in the section with the blue coin. Warp 5 is also glitched as you placed half of it inside ground. Never do that. I.M. Meen boss is laso too difficult, Banzai Bills, a Rinka and I.M.Meen (who looks like he was drawn by a child btw) is too much, kind of like the whole level really. I cheated on the boss. I don't really know whether this is a really bad serious level or a well designed joke level.
- Yeaaaaaah, this pretty much screams bad level.
- I kept wondering, can the creator of this level finish it? It's very hard and has annoying level design. Everything seems random and bad. I don't like the npc placements. Some parts have spam and others have annoying npc. This is straight out kaizo. I swear I tried to beat this level.
- You know how to use the editor. If you practice enough by looking at Nintendo's levels, you will become a great level designer! You have the potential and I sincerely hope you won't lose interest in SMBX because of these reviews. Make a level and do your BEST trying to make it look like Nintendo made it! This is what I did and people started liking my levels eventually. You'll love it! Don't give up!
- Chad (1.5/10)
- Not an enjoyable level. There seems to be some foundation of a clever puzzle here, but it constantly expects you to be ready for things in the next room before you even know you're there. It wants you to carry items through one-way warps that you can't bring with you because you already have to bring something else through first, you're supposed to keep Yoshi for some warps even though you have to make dismount jumps on occasion, things like that. I looked around in the editor and it seems like something that'd be possible if it weren't for some seemingly missing pieces, but as it is now I have no idea what you expect from the player. One room I particularly don't get is Section 2, where I guess you're supposed to drop Yoshi into a narrow lava tunnel (where he can easily burn due to the sensitive hitboxes) and then take a required hit on the Grinder? After that, you have to somehow make a springboard jump to reach the door, dismount Yoshi in the next room, and still have something in hand to hit the block from the side with. I don't know. It looks like you have a complex puzzle here, but not enough tools to work with to finish it.
- You know what the rules said when you chose to make this. Yeah, no thanks.
- I mean, I guess the puzzles are kinda neat, but I don't think many have to deal with how precise you have to be with them and how unforgiving it can be.
- This level is so empty. I saw some puzzles but they are hard and aren't fun. The player needs be more patient than smart. I don't like this level because the design isn't interesting enough. These puzzles are really hard and the level doesn't have a good appearance. It lacks so many things. I'm afraid I don't like this level, sorry.
- Crazy challenge seems to be the sole point of this level. I'm afraid that's not what is tested in a level design contest. I'll give you 2 points for effort.
- Chad (1.5/10)
- Not edgy enough. Not enough uses of the word "damn". Shadow will be forever disappointed in you.
- Not sure i get this level really, it's something like "oh man, i should do a level where i make fun of smbx level design, in a level design contest xDDDDDDDDDD" I guess. I didn't find it that funny.
- Strange level. Do you want to confuse me? The level design is ok, except for the joke segments. It's acceptable, but in the ghost house section there are parts that are cramped. This is stressful because it's hard to dodge the boss. The graphics are nice, I like your style, but it would have been great if you could have made a normal level. The npc placement is ok, except for the annoying boss. The sheep parts are so confusing, especially with the random background. The history is strange, I guess. The boss is decent. The player only needs to throw some bombs at the ghost, but the ghost rolls are fast and it's annoying to dodge them. The example of bad use of the switches is unnecessary. Overall it's a strange and abnormal level; some parts are good and some parts are bad. I don't know what to think.
- I'm going to actually comment on this one as clearly effort was put into it even though not in high quantities. I honestly laughed at the random SMB3 bushes sticking out of everything in the ghost house segment. It's true, bushes are showed everywhere in an attempt to fill the BGO limit by some designers. What's the weird blue sparkle effect about that's present all over the level? I don't get it.
Spoiler: show
72. Classic Tails - Candy Land (2.38/10)
- Chad (3.0/10)
- Well, this was an odd little level. It's super short and has no consistency, it's just a few jumps and warps and then you're done. It really doesn't bring much to the table, and it's over in just above a minute. Also, unswimmable water is not a good thing, especially without indication.
- This level isn't finished. There are NO NPCs whatsoever aside from a few coins. The sign at the start alludes to there being a boss, of which there is none. What is here is pretty good, the design is straightforward but fair (though the last half was clearly rushed) and graphics and music are fine. But this level was in no fit state to be submitted. Please take this to heart next time you enter a contest like this.
- where are the enemies
- This level seems random. It's short and has bad design. It lacks important elements like npcs. It's just two random sections. Nothing in this level is sweet.
- The LunaLua in this level doesn't work. Without LunaLua the level has no enemies and therefore has no challenge and lasts less than a minute.
- Chad (6.5/10)
- This is a really creative challenge filled with artfully-arranged obstacles, and having incredibly severe difficulty with numerous adjacent save points that instantly reset you is interesting. I really admire the idea behind this level, but... this is the most extreme example of pixel perfection I can imagine. Considering how unforgiving SMBX is with hitboxes, even the slightest error in inertia will kill you. It's fun for a while when it feels possible, because the small number of tasks between save points gives a feeling of hope even after many "deaths". Eventually however, it gets to a point where control of my success or failure feels completely taken out of my hands and it stops being enjoyable. I got to Section 3 in maybe 10 minutes, but then couldn't reach that room's second save point after a solid hour. It got to the point where trying to find an opening in the mess really started to hurt my eyes, and after that the save points suddenly get much farther apart alongside more difficulty skyrocketing and randomization. Looking through the editor, I can see how you're intended to do it, but replicating that requires insane amounts of tries and absolute flawlessness. This really is a brilliant level, but the hypersensitivity really makes it tough to deal with when it's not accomodated in the slightest. It could have stuck with the difficulty it started out with in the first couple of sections, because that was suitably challenging. This is really fun to try out and see how far you get, but actual completion takes a lot more time and patience than a lot of people would be willing to spend.
- Hey buddy I found you some more fitting background music check it out @ https://www.youtube.com/watch?v=fNLinc95ovE
- no thanks
- I wanna be the Mario? It's a very good adaption. The deaths and the check-points are very well done. I like the challenge, but unfortunately this is considered a kaizo level, is so stressful but addictive. There is luna used and you really know how use it. I can't consider this a decent level because it's near impossible. I can't beat it. It's a very good adaptation but still.
- This is certainly unusual... This isn't a Mario level but rather an "I Wanna Be the Guy" type of thing where you progress screen by screen and have to go through tremendously difficult platforming settings with stuff that flies around and sends you back to the beginning upon touching. I find this unforgiving and hard to enjoy.
- Chad (2.5/10)
- Well, that was certainly... different. A playable Wart is fascinating and offers some unique gameplay, but I wouldn't really define moving super slow and being super vulnerable to projectile attacks literally all the time as being fun.
- Heh, nice usage of LunaDLL (hence the point). I'm sure Horikawa will shit bubbles into her knickers when she plays this ;)
- but wHERE IS SONI THE HDHOG, SEMUN BELLEMONEY AND KIEBREH HORICAKEWAKEWAAAAAAAAAAAAAAAAAAA OTAMEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE?
- Wow, the wart playable is perfect, it's slow but very good work. I wanted to see more of this but unfortunately this level is very short and random. You could have been creative with this! The level design, and everything is random, I guess this level was just to show the Wart playable. (The Horikawa sprite is very well done too!)
- I honestly didn't expect a Wart suit, haha. It's such a pain controlling Wart. The scripts work really well but the level itself is nothing special.
- Chad (6.5/10)
- Well, this was an intriguing level. I didn't care much for the rainbow shell portion, because even though the course is paced pretty well for such a wild gimmick, the construction is absolutely minimal and you felt the need to add chasing lava that punishes you for the slightest mistake. The end of this throws a lot at you but gives you no time to adjust. Quick, stand between two spaces with icons of ambiguous purpose the second you get off the shell and before you even have time to look around! Quick, while you're still adjusting to that, fall left and right and not know how much space you have for the last wave of obstacles! Quick, dodge stuff from the ceiling while lava closes in from all sides! It's very cinematic and clever, and it's probably a lot easier for the designer, but it doesn't come nearly as naturally to someone who doesn't know what's coming. The second half, however, is incredibly cool. The many waves of moving blocks are timed excellently together, and go at a pace I can actually follow. It's still pretty challenging and impressive, and ends with a really tense boss fight that, while suddenly introduced and really nails that sense of impending doom, is actually pretty forgiving. The only part of the second half I didn't care for was the maze of blocks you had to stab through really quickly. It's not really a speedrun type of maneuver, and finding the right way out comes down to luck-or-die. Overall, while I don't agree with several of the design choices that were made, this is still a fascinating level concept and a good bit of it is pulled off well.
- This isn't really a seriosuly designed level but it does have it's challenges Like the shell ride and the extra star. The boss was funny. There were loads of references in this level from Touhou to Wohlstand to the Fairly Odd Parents. You're not missing much if you skip this, mind.
- Did you see that maglx2 touhou level that raocow had to split into 2 videos and think "oh man that's a cool level i'm going to take that and make it worse" because that was not a good idea. If this is the same person, even worse, bcause you've clearly learned nothing. Did you honestly think this would be fun? The start is just a generic shell surfing segment that is initiated really awkwardly. The section where you switched characters a lot and things moved around was okay at first, then you turned it into some switch fuckery. What kind of super mushrooms have you been smoking?
- Sorry but this level is annoying. In the first section you need the rainbow shell. When you ride the rainbow shell, the lava chases you very fast and it's very hard to dodge the obstacles. I tried so many times but it's so hard and annoying. In the part with the purple background some red balls fall on your head and it's nearly impossible to dodge them. The design is bad and kaizo-y. This level is bad and it confused me.
- This level doesn't even utilize LunaLua... It's a collection of minigames starting with a Rainbow Shell ride and ending with a segment where you have to survive a bunch of blocks moving around. It's crazy hard.
- Chad (3.0/10)
- This level is... extremely basic. There's barely any enemies, several random dead-ends, and mainly consists of wandering around almost aimlessly until you find the three switches. After that, there's a short boss, and you're done. The design feels inconsistent and lacking of any real plan to the point where the level feels unfinished. However, it does offer a little bit of exploration, and I will say the boss was sort of interesting. The moving ground is a great touch and creates some variation with how you have to attack and evade.
- This is a pretty mediocre level. The graphics don't even fit properly with each other (the BG and tileset are two competely different colours), there are next to no NPCs, no scenery whatsoever and the boss is a Mother Brain (and also the same section where the starting point is incorrectly placed) that is a chore to kill. The music fits well, it's got that going for it at least.
- An unneeded switch hunt and a boring boss fight.
- Well this is a strange and very short level. The level design is bad. I don't like your block placement. It's ugly and random. This level consists of only finding switches and it's very empty. It's not interesting and there are no bgos. The npc placement in this level is 2 goombas in total. The tileset is beautiful, but doesn't go well with the smb1 cave background. There are no power-ups or special blocks. The boss is ok, but when you defeat one, the new one that's supposed to appear in place is off. The boss consists of just throwing some bombs at the monster ( replaces mother brain). Overall this is an ugly and strange level.
- Completely barren of enemies, pipes, Question Blocks and background objects. Pointless switch hunt. Double no-brainer Mother Brain battle. There's a lot of basic things you need to learn about making a level fun.
- Chad (4.5/10)
- I had mixed feelings about this level. It offers a lot of things to the player, but with varying consistency and quality. For starters, the tank section at the beginning is generally pretty easy and the tank construction is okay, but it's also very long and has you spend a lot of time just sitting still and waiting for the screen to scroll further. Some of the generators have super sudden fast projectiles when there aren't many powerups to compensate for them. The entrance sections involving a massive blue underwater emptiness and music too joyful for the situation don't really add anything, but it does pick up a little at the midpoint. The interior structure is actually pretty decent, and I somewhat enjoyed the use of spacing and enemy placement which made overcoming that section fun. Red coins spawning a few extra hazards is an interesting idea, and I also liked the brief key detour. However, the moving layer isn't introduced well because you have to wait a long time for something you don't yet know is there. It feels like you're supposed to go down the pipe which doesn't have a warp, and it's really easy to miss the layer once it returns and have to wait again. The layer does a good job at carrying you through projectile hazards, but getting on it and figuring out its movements is needlessly confusing. Returning to the lock with the key is also a blind jump with leap-of-faith levels of success. The level ends with a series of generic Koopaling/Bowser fights. None of these are frustrating or time-consuming by themselves, but they feel unnecessary collectively and don't need four phases. Overall, I wouldn't say this level is terrible, and it does offer bits of good here and there. However, it mostly feels like a mishmash of ideas that could have been polished and implemented better than they were. It's not extremely long or difficult to complete though, as the entire first half is only the tank section and the castle is an improvement on that.
- The beginning of this level is actually the bst part. It's a tank style leve which is really cool. However the castle entrance section is disappointing. There is no challenge as it's literally float to the bottom. The castle section by contrast is the hardest part of the level. There are traps of all sorts (with the graphical inconsistencies to match) and is devilish compared to the parts before, however the red coin idea is nice albiet simple, however considering that the player can work to avoid all but the first one I don't really see the point of it unless it's placed well. The boss blitz was simple, except the Kamek fight. It's really diffcult to get on the Koopas plus they spawn too quickly. Maybe that's just me, but like the section before, it was needlessly difficult in a relatively easy level otherwise. If you were to sort out the graphical and difficulrty inconsistencies, you'd be on to a good level (oh and shorten the castle enterance dive section while I'm at it too). I like what you treid to do so well done :)
- Some indication that you had to continue moving forward after the autoscroll would have been nice. I thought I had screwed up and had to enter the pipe right before it. The level itself was pretty basic not to mention long, especially with the long autoscroll at the start. The level lost any appeal it had pretty quickly, especially with situations like dropping down into the lake for a whole minute before you reach the pipe.
- This is a stressful level. The first part is a generic autoscroll tank level. That's okay but the npc spam and the lack of power-ups is a problem. The npc generators aren't well placed either. I don't like when there's a tall pipe and the player need find a hidden special block further in the auto scroll level. The first part isn't that bad, but the castle has bad npc placement. This ruins the enjoyability of the level, and the random design ruins it further. Multiple enemies spawning when you collect a red coin is unnecessary. I don't have anything to complain about the graphics. The bosses are clichey.
- This level was too long. The autoscroll section's lenght could be cut one third and it would still have been pretty long. The level was very barren. Especially the last part with running right for a good 15 seconds and three Cheep-Cheeps in total jumping at you.
- Chad (2.0/10)
- A standard SMB1 overworld with similar design conventions, except with a spike ceiling crashing down at random intervals where only some spots are safe. An interesting idea certainly, except the safe spots are very few and very far between. You have to move really quick to get from one to the next, which would be fine if not for the fact that the block and enemy arrangements are actually pretty tricky by themselves. The level is one big speedrun, but no part of the design is actually suitable for a speedrun because most enemies and jumps require some careful action. The layout doesn't even seen to be made with the ceiling in mind, it just feels like a gimmick that was tacked on later and assumed to work. The level would have been decent without it, but the added gimmick makes the difficulty unreasonable.
- Firstly, I really like the idea and the music and graphics compliment it well. However, there are issues with the execution of this concept. For example, how does the player know which areas are safe? How do they know how far the ceiling goes down? There are no visual indicators. The evnt itself also stops at an odd point, perhaps a couple of microseconds earlier and it would mean that the player is able to crouch on ground that is two tiles high. And some of the NPCs do not help either, meaning the timing has to be very tight, like the first goombas by the first hole. They aren't needed. Take them out. The player will need to do a LOT of trial and error in order to do this level. It's actually very unfair. I never finished this level as it's very frustrating.
- I really think the space between the zones needs to be shortened. Sometimes, I only just barely get there. That doesn’t even take into account that if I do reach the spot, it’ll usually be flooded with goombas and if I jump, I die.
- It's creepy how when the smash blocks appear and you're running, you don't have much time to escape them. The smash blocks are an interesting gimmick, but you need to put some warnings where you have to react quickly. The speed of the smash blocks and the npc placement are the biggest problems. There's piranha plant spam which makes it difficult to dodge the smashers. The background has bad quality if you look closely. The big piranha plants are very hard to dodge. Overall it's a strange level. It reminds me of mario forever.
- At first it isn't clear what parts in the level are safe. Other than that it's an okay level. The crushing ceiling is pretty original.
- Chad (4.0/10)
- For the most part, an average level. It's on the easier side and decent to run and jump through, and while the design is generally basic and flat, it's passable, at least until you reach certain points. The cave route contains a few poorly-introduced instakill obstacles, such as expecting the player to know that a single skull raft NPC will move in a different direction from the rest and must be ridden while hopping fast across a set of them. That part also contains a few unavoidable Podoboos, followed by rapidly rising lava that you wouldn't even know about until it creeps into view because that's about where the sign is placed. Not dying to that requires going as fast as possible without knowing at first that you need to. I wouldn't say the route is worth it when your only reward consists of powerups, but it's at least entirely optional. What's not optional though are the things that come after the midpoint. The second half consists of a rudimentary line-platform segment with lines toggled by switch blocks, and a handful of minibosses. Not bad on their own, but if you take the snowy route instead of the cave route, there's a trio of question blocks mistakenly linked to an event by that point unknown to the player. If you hit them in an odd number by the time you reach the midpoint, the platform will leave you and you'll be stuck and forced to die. Although, before doing that, you can use the provided Leaf powerup to fly to the second star. This problem fixes itself when you die and return to the checkpoint, but even on the normal ride, the switches are a game of luck that can result in death. The bosses aren't much fun either, because Boom Boom and chasing-Paratroopa generators aren't a good mix. Killing Boom Boom results immediately in Larry falling on your head, and the same happens with Mouser. But if you grab hold of a shell after killing Boom Boom and let it bounce back and forth, it can break the other two phases, which the level frankly didn't need anyway. Overall, kind of a simple layout for a level, but one that felt undertested and underthought. In spite of everything, cave section is optional and the second half is beatable within a few tries, especially with the midpoint's placement being perfect for the situation.
- A pretty barren ice level with an interesting two-paths mechanic (however that requires a Fire Flower). The level was a bit dull, even though graphics and music were fine. The boss however was too hard in comparison to the rest of the level, those Paratroopas make it quite difficult.
- This was alright. Nothing that really stood out. The alternate paths were neat, though I thought the cavern section was a little cramped at times.
- This level is so empty. There's little to none decoration. The level design is flat. I like the platform gimmick. That's a good addition to the gameplay. I don't like your npc placement, because various parts don't have npcs. The player needs to only run, kill a few npcs and nothing else. I like the mix of tilesets. Really good for a snow level. It's impossible to go in the cave section when you play the level for the first time, because the only power-up in this section is mushrooms. If you want to go in the cave, you need a fire flower. The cave section is very stressful because of the cramped design and the npc spam. The boss is a normal boom-boom battle. Overall it's an empty level.
- The slide into the pit was not cool. This level is very plain. It's missing some very basic things such as pipes and question blocks.
- Chad (3.0/10)
- I'm sorry, but this level was a pain. About 18 sections are used extensively, and in every one, the visuals are so heavy that it's extremely hard to see anything because you mix at least 3 tilesets and have massive amounts of decoration that obscure a clear view of the path. The entire thing is filled to the brim with many claustrophobic sections and enemies that don't reflect that well. There are also seldom instakill blocks that aren't obvious and serve no legitimate purpose, a convoluted switch hunt, and at the end of all that, a very convincing troll exit. You convey the idea that the player is done with your level after a length that might be reasonable if the above problems weren't present, but instead you drop them into a pit leading to twice as much of the same. The level also contains 5 bosses that all have lightning fast and sudden projectiles and movements, no room or warning whatsoever to deal with them, and among those is a Mother Brain AI with extended health. Even if the level consisted of only these bosses, I have no idea how you'd expect someone to beat them. I apologize for the harshness of this review, but I honestly can't say I enjoyed this. The level aspired to do way more than necessary and didn't handle it well.
- Hehe another LunaDLL level. Firstly, you play as a 1x1 pixel Link replacement, so we will hopefully get an entertaining reaction from Mr. Damn Knight should he decide to play this game. Seondly, the you died music is funny. Please die at least once, all of you. Thirdly, this level has a really interesting atmosphere, with some pretty visuals and an interesting sizable-switcheroo mechanic, which was well signalled. That's good design. However, the same can't be said for the DX balloons which replace lava. There is no indication whatsoever that they will instakill you. This is unfair and out of place for the level, perhaps maybe replacing a Jellyfish to match the difficulty better? I also got really lost with this level. I understand you say this a challenge but this isn't fun. At best, it's confusing. At worst, it's borderline trolling the player. The boss fight is when the level starts to get really interesting, even tohugh it's a bit random (though ALL the bosses with projectiles have projectiles that move FAR too fast). The story was funny (though ignoritus is a horribly overused NPC and boss in SMBX) and I woukd've scored higher, had the beginning be more straightforward and the bosses be a bit more fairer. Nice job though.
- How many super mushrooms have you been smoking?
- This is a strange level. It has some cool things, like the invert gimmick. It made nice puzzles, but I thought that the level was very stressful. The level design wasn't good. Several parts were cramped and confusing and the puzzles could have been less confusing. It would have been great if I had known where I wanted to go. The Npc spam was another thing, especially bullet-bills. I didn't find the check-point. The blocks which replaced lava weren't well collocated. The level was cramped, and you put the lava blocks in the most cramped parts. The tilesets don't mix very well, maybe because of the colors. I think it would be better if it only had desert tilesets in the mix. The playable sprite is ugly and your mask is wrong. It's also missing the death effect. At least this level is very well decorated.
- The playable sprite needs tons of work. He's all shaky and most of the frames contain clashing 1x1 and 2x2 pixels. They also seem to be missing shading. Now about the level. I don't think the tileset mash-up is working. The main ground tileset with very high contrast does not go well with the desert tiles. The level is tight and the enemy placement too. The fireballs that the Fire Bros. shoot do not disappear which I don't think is good. The custom sound effects are too loud. The shooting sound scared me. There's a sign that says that the editor wouldn't allow any more blocks. This isn't something you'd put in the level. You're supposed to work around it in a way that the player doesn't have to know. There's also a note about the playable character's glitched climbing animation being the result of the author lacking the skill to fix it. This was also unnecessary information.
- Chad (2.0/10)
- It starts out as a basic ordinary grass stage with not a lot of variation besides enemies and hills, which would be passable, but once you go underwater, it ends up excessively narrow. Avoiding enemies and navigating the tunnels is barely possible while small, and out of the question while big, especially in terms of Urchins and sudden fast Torpedoes. The boss is bad too, because fighting Wart underwater just doesn't work when the projectiles move way faster than you can, plus if you take a hit when the moving layer beneath you rises, it will outright instakill you. This would be a good foundation for a level, but it needs a much greater focus of what it wants to do and a better handle on difficulty and placement.
- This is another okay level. Graphics and music in the overworld and sky sectinos are fine, but I don't think that NSMBDS background fits. In the sky section, the water dosen't fit well, likewise the music which is too epic compared to the music used in the rest of the level. It is also possible to completley break the first sectino of the level by placing a Yoshi and the Blue/Rianbow shells in the same section. I would suggest taking ether the Yoshi or the Shells out. The boss is out of place and the section is in is barren. Pretty decent effort though nonetheless.
- This was uh, alright? It was fairly generic. The underwater sections were a little more interesting. The boss being fought underwater was a neat idea, but since it was Wart it made it pretty hard to dodge him.
- This is a cute grassland level I guess. I like the graphic choices. The level design is flat and uninteresting; it's very simple. You need put some challenge in it. The level seems empty. It could use a little bgos. The level isn't very fun, because you just put random npcs around the level. All you need to do is run and jump, kill the npcs. There are no secret rooms or anything else interesting. I saw cut-off too (and 6 dragon coins). The cave section is cramped. This isn't good because there are annoying npcs in this part, like bills launchers, fish and urchins. This causes unfair deaths. The boss is cliche, but the "crab" ( replaces wart) is hard because the vegetables are in the moving blocks and therefore glitchy. Overall it's a very simple level.
- A couple of things: Don't build stretchy chunks of land and just line up enemies on it. Have pipes, pits and Question Blocks. And the tileset is flawed. The sizable blocks look exactly like the normal solid ones and can easily be mistaken for the solid ones.
Spoiler: show
62. Phazon1111 - Pleasant Pass (4.3/10)
- Chad (3.0/10)
- An extremely short and sort of flatly designed grass stage. It sort of amounts to being a type of SMB1/SMB3 1-1 in its own way, where it doesn't do anything wrong with the gameplay, but it's over really quickly and isn't all that remarkable while it lasts. It seems like something that'd be more effective if you played a bunch of levels similar to this in a row rather than working by itself or as part of a contest.
- Really? Does this level have to be so short? This level didn't even take me a minute and a half to do. What is here is pretty well done though, graphics and music fit well and especially the LUnaDLL once you get the star. me likey ^^
- This is a cute little level, but nothing really happens in it. It's a really basic 1-1 esque level. Spice things up, be more creative!
- Simple level, like smb1 1-1 (this level is smb3). The level design is very simple. The level is short and seems flat. It's nothing special. The graphics are good. I don't have much else to say because it's very short and clichey. It's a generic 1-1 level.
- This was a very nice classic-feeling grass level. While it lasted. It was really short.
- Chad (3.5/10)
- An ordinary cave with some SMB3 inspiration here and there. The construction is rather simple and not particularly bad, but it doesn't offer a ton beyond a path choice, a couple nearly-remade sections, and a 1up room with broken warps that can get you stuck. It's not hard to get through, but it's not very memorable either. I also found the warning about jumping on underwater Koopas to be unnecessary because this only applies to one Koopa, and you're only going to encounter it while falling anyways, as well as that idea not really adding anything of worth to the level. The pipe section was interesting, but still in a sort of basic way.
- This is a very generic SMB3 cave level with simplistic design and vanilla music. Nothing really to fault, part from no scenery and no star. So you've kinda broke the contest rules so you probably will end up near the joke levels now as one whole point has to be deducted from your score. Shame, because this level deserves a decent placement.
- This level kinda just exists. Nothing really exciting happens in it. It's super generic. I mean, it's not bad, but it's not that fun either.
- A casual level. The level is decent, the design is decent, everything is decent. It's simple and very short, too. I like the secrets. This level has 2 paths which is interesting. Why is the left path longer than the right path though? The npc placement is good, but I feel it needs more coins. The level seems empty. It could use some more bgos. Some parts are cramped. Overall it's a decent level.
- That's nice that you can choose from different paths. Other than that the level is very decent. The level could use more pipes or anything that would make it more than just flat ground and lines of enemies.
- Chad (3.5/10)
- A pretty short standard grassland level. It's nicely built up until the midpoint, but after that the construction starts to feel minimal and effortless. It still plays okay and offers decent platforming and enemy placement, but it could have been given the same attention as the first area. The midpoint sections are tiny and don't leave much of an impact, and having two of them doesn't work in vanilla SMBX. Even if you can't interact with both in the same run, it'll still default to the underwater one if you get the cave one.
- A nice plains level that's very simple but a bit short. Graphics and music are fine. The design itself is good mostly, however that Bullet Bill that spawns as soon as you enter section 4 nees to be removed. Nothing about this really stood out either.
- An obligatory 1-1 level of sorts. It’s fine, but it isn’t anything special.
- This is a very cliche level. It's a simple 1-1 grassland and nothing really interesting. The level design is linear and simple. The only part that stood out at all was the piranha pipe in the cave section. The graphics are good, but some parts seems empty and there's a lot of cut-off. In the third section the bullet bills are random and spammy and this is unnecessary. Overall it's a very, very plain level.
- This level is very plain. Haha, get it? You're relying too much on flat ground and lines of enemies. Have more pipes, pits, Question Blocks and background objects. The long continuous air platform segment with Bullet Bills was boring, too.
- Chad (3.0/10)
- Didn't care much for this one. I'm not really sure what to say about the design besides that it's kinda all over the place. It felt like there was no plan or consistency and just introduces things randomly. The first cave section is sort of interesting, aside from it being awkward to correctly plan around the Piranha Plants and moving platform together, but even that is quickly over and done with. The line ride following the checkpoint feels unnecessary because it's just standing and waiting for a bit, and the key section is sort of lame because they're just in random invisible blocks. Not only are the Roto-discs cruelly placed there but it's also possible to despawn the second key while utilizing the first and get yourself stuck. The boss isn't much fun either considering you're just spending a few seconds throwing ice bricks at a Birdo, and the second one can just fall on your head as it spawns. The level does okay with everything else, but even that is sort of generic and themeless, and the extra stars are effortless.
- This is an interesting ice level. It starts out as an overworld before entering a cave section. The smog is out of place, although I liked the idea.
- It's an okay level, it doesn't really have anything that truly stands out. I do appreciate the variety in the level and the attempt to always have variety in every single room, though the gameplay elements present were very basic.
- This is a strange level. The graphic choices are weird; the brown snow tileset fit the atmosphere, but the blue tileset was odd with the gray background, and the smb1 grass was weird too. The level design is ok for the most part, mainly before the check-point. The level becomes stressful after. The npc placement is bad and there's a glitch involving the keys; they can despawn entirely because you get them from special blocks. The platform system is glitchy as well when the platforms move inside walls. The five free dragon coins at the entrance of the cave are random. You're supposed to evenly scatter them around the level. Why do some parts have a lot of npcs and some have none? Overall it's a strange level.
- Please don't have two Zelda 2 lock gates and expect the player to know to look for invisible blocks containing the keys. I was this close to just concluding that the level is impossible and giving you a very low score. Also, I don't know what the brown octagon at the beginning is and it bothers me. It's so ugly. Overall it's a very decent ice level. It was heavy on flat paths with just a bunch of enemies walking in a line. Vary your design! Have more pipes, pits and Question Blocks! They're basic elements and pretty much every level needs them.
- Chad (4.0/10)
- This level starts off pretty nicely, being a clear but good inspiration of a Zelda 2 dungeon. You explore different corners of the halls to get items in the correct order to solve the puzzle, and it's set up well. There are a few minor issues like the bats being really hard to see and too many Spark enemies in one spot, but I can say I enjoyed the first half. The miniboss was fun too, slightly difficult but definitely fair, despite an ambiguous hitbox and very low flying range. The second half is where things begin to fall apart a bit, though. Enemies become more frequent and clustered in ways that feel awkward to work with, you have to clear four rooms of enemies consecutively to hit the switches (the Hammer Bro ones being a bit much), a Billy Gun section with lazier construction and ends about as soon as it begins, and then you have to fight Shadow Mario. I will say I liked the idea of having you fight a silhouette against an alternating black background, especially when you're still given a decent clue of where he is at all times, but the fight did not need more than one phase. The difficulty of the first was great, but each following one begins incredibly suddenly after the previous, which means you have no time to think before you're at the mercy of the additional enemies and projectiles. Dying to the first phase would have been acceptable, but dying at the last makes the redo sound that much less fun. Overall, a very solid foundation for a Zelda-based level, and you've got a good thing going in the first half, but the second needed better imagination and planning.
- I can sort of see what you were trying to do here, but I thought the design was a bit barren in places. The Mother Brain miniboss isn't a very good idea (it's simply not that fun to play), though the billy gun section was fun. Not many designers use that anymore. The switch block sections were simple timewasters and the level would have done much better witout them, or at least without the switch blocks. The Shadow Mario boss was a cool idea, could have given him eyes though so you could see where he is when the darkness strikes. Otherwise, not bad.
- When I saw the 4 switch block barrier, I kinda cried a little inside. Thankfully it wasn't that bad. Overall, this level has okay design, there's some cramped areas and some parts feel a little dude heavy. I liked how at parts of the boss fight, you weren't able to see him. That was pretty unique. Other than that, it was fairly bland, but there's potential here.
- This level has some nice concepts, like the introduction, the gate opening automatically and the puzzles. The level design is ok, but sometimes I don't like it, for instance when the player needs to run back and forth for the keys, and some of the npcs are annoying. The design is flat too. The various switches isn't a good addition. At least the doors that the player needs to open to hit the switches only contain small boss fights. The graphics are ok. I like the atmosphere. The first boss is generic. All you need to do is throw the mushroom block at the monster like mother brain. The last boss is nothing special either; you only need to defeat 3 shadow marios that replace ludwig. The blackout is a nice concept. Having to fight shadow mario three times is unnecessary and pretty annoying, though. You also put a red soldier in the boss that is impossible kill. The npc placement isn't good, because you put numerous hammer brothers and other annoying npcs in the same place.
- This wasn't so bad for a Zelda 2 level. It did feel kind of underwhelming though with the numerous flat corridors. The boss fights were as simple as can be.
- Chad (5.0/10)
- Here's a level that starts out seemingly simple and ordinary, becomes impressively cinematic once you get into the meat of it... but after that it honestly drags on and ends up overly difficult. I don't have a lot to complain about when it comes to the level as of the first midpoint. I like the effort placed into the moving ships, but other than that it's a standard forest level for the most part. Once night falls, a lot of imaginative things are introduced. I like the increasingly twisted construction of each section and tricky block movements to make the forest appear haunted and corrupted, and the light block with the replenishable battery is pretty cool and well done. However, from the first midpoint onwards, enemies prove themselves to be a major issue. There are a lot of difficult placements that must be overcome at once, because the distance between midpoints is massive and involves limited powerups. The first time I died in the cave, I was not looking forward to redoing what felt like miles of content. The ambushing Boos and Piranha Plant fireballs are difficult to see coming even when the surroundings are lit up because of how well they blend in, too. P-switch runs are also asking a lot because they demand near-perfect runs of highly difficult block arrangements, and the springboard backtrack section was also a pain after everything preceding it. I will say the boss is impressive and unique, though. Placing the final midpoint just before it is very helpful and it's a fun battle with clever projectile arrangements. You don't have to worry about the rest of the level again if you die to the boss. Overall, it's pretty, it's creative, it's immersive... but very difficult to actually play. It's way too long and offers very rare help along the way.
- This seems like your average SMW level with LunaDLL. This does a good job at capturing the vanilla atmosphere for the first half. And then it changes into this awesome spooky forest atmosphere. The level design is very simple, and while there are some LunaDLL and custom NPC skills (such as the breakable SMW blocks adopting Podooboo properties), there are also a lot of issues with the design. For example, it's a bit barren to play. There aren't a large vairety of surface designs, with many being rather flat and not enough slopes. The P-Switch section is also flawed. You can't respawn out of a pipe where the P-Switch generates otherwise you will glitch up next to it. Also the darkness gimmick in the cave section isn't a very good idea if limited to a timer. When it runs out, it is very difficult ot see and you are more likely to get hit by the Boos as you can't see them without the redundant light block. It's not very fair to the player at all. Likewise dragging out the level. This level is far too long for it's own good, I got bored playing it. The boss would've been cool for me if it replaced half the forest section and didn't lag, but the latter probably is due ot my toaster lol. Really liked the idea and it's backing track, much like the whole level. But the execution was a bit meh, and too long.
- This uh, took an unexpected turn. Honestly didn't expect the level to go from a basic Mario level to super spooky ville, so uh, props for that? It was pretty interesting though, with some neat gimmicks such as the battery power. There were parts of the level that I thought were kinda weird, such as travelling a long distance to get a springboard, then backtracking all the way back to the start of the section to progress. There's a great concept here, it just needs a lot of polish.
- This level was clichey at the first half, but the second half was interesting. The use of LunaLua was clever. The flashlight made a beautiful and great atmosphere in the dark cavern and the nighttime forest. The level design is decent but confusing, especially in the cave. Sometimes I couldn't see anything where I wanted jump. I thought this level was long and I couldn't find the exit. It would be better if you guided the player more. I like the way how the airships appear. The problem with this level is the length, and the bad npc placement. It's unnecessary to put many npcs in the same place. Some of the moving blocks are unnecessary. This level has potential but also many issues..
- I'm sorry but this felt like someone's first ever Mario level where they wanted to have everything in it. The level was way too long and had way too much stuff. I have to look at the level again in editor mode because I already forgot the first parts. So we began in a grass land that was invaded by airships. The atmosphere in this section was in heavy conflict with the situation. It was all bright and the cheery tunes of Super Mario 3D World played. Then it was a forest setting. After that there was this autoscroll type of airship battle that I thought was neat with a giant ship flying over you shooting stuff at you. Now the level could very well have ended here but then followed a lazy Boom Boom fight, a dark forest, a setting inside a tree, a cave, back to the forest and finally you fought the star itself and then you win. The level dragged on and on. About the scripts, the lantern was really lazily done. The whole place lighted up as the lantern spawned and it just didn't look good. About the overall design in the numerous areas in the level, it just wasn't good. The ground was flat most of the time and when it was not it was weirdly shaped with random spikes of land sticking out. The enemy placement was inconsistent; you could see two Fish Bones swimming in a pool at one point and then never see a single one again. To sum it up, the level is full of ideas but executed poorly.
- Chad (5.5/10)
- This level does a nice job of focusing its efforts on exploring both a volcanic exterior and interior, with added bits of exploration here and there. There are minor secrets as well, but invisible blocks aren't good ways of hiding them. The level's nicely short and I like amount of care put into diversifying the layout of each section, but it could have introduced more than just single-block jumps and hilly landscapes. Not a very unique level, but not a bad one either.
- This is an okay level. I like the idea and the music is fine (even though the underground music is as generic as yuo can get), however there are questionable graphic choices (such as an SMB2 cave tileset being used with a YI background). Having a vine lead to a pipe on an isolated platform that goes underground makes no sense, likewise this underground section having hard and easy paths that, while a nice idea are a bit too long and get boring. If they were in their own section, you would hae had a but more freedom as what to include. Maybe an idea for next time? Also, the P-Switch in the first underground secton is a bit redundant, considering as you have to firstly go to the pipe to remove the way to the Ace Coin, then to the coins above the pipe to free the path, and then back to the Ace Coin when the switch expires. In my opnion, one of those coin barriers should be removed. Otherwise this is a decent shot :)
- I mean, this level just seemed really samey. There's not enough variety. Sure, there's the underground section, but those sections felt the same too. Add a lot more variety to this!
- I don't know if this level is a rock/space level or something else. The level design is ok. There are some interesting elements like secret rooms, but the level is so short. I like the atmosphere. The graphics are simple but it's still cool. The level is very well decorated, but I saw some cut-off. Some things are smw styled, but the level leans more to the smb3 style. Maybe recolor some Smw graphics to smb3. The level lacks somthing to make it interesting. It's short and there isn't much to do. The npc palcement is ok.
- There was no reason for that one vine to be so tall. The section that followed was total madness as well. The easy path was just jumping up for like a minute because it had no enemies. Don't have useless parts like this. I like how you used the SMB2 cave tileset in the underground section, even if it's just because you never see that used together with lava.
- Chad (4.5/10)
- Nice little mountain level. I like the attention to detail in the layout and it's got decent enemy placements and jumps. It's one of those levels that's pretty standard and doesn't really have a lot outside the box, but the design is pretty solid. I wish a bit more was done with it though, because it really doesn't last very long before it just ends very suddenly.
- This level is about as original as the name. Graphics and music are fine, but the level was a bit too short and had no halfway point. What is here is pretty decent, if this is your first attempt, it's pretty good though, mind.
- This level was alright, it felt like it was starting to go somewhere, then it just ended.
- The level design is good. I like the variety in decoration. Almost everything in this level is good: npc placement, coin placement, power-up placement. I don't have much else to say about this level because it's so short. There's nothing special in it. Overall it's a fun level, but disappointingly short.
- That was short... It was decent while it lasted. Just an overworld level, with some athletic influences.
- Chad (5.5/10)
- A reasonably short SMB1 castle. It does a nice job with tricky enemy placements and clever bullet-tunnel runs that test the player's caution well, and it ends with a False Bowser. That's pretty much it, but even though it doesn't offer a lot of uniqueness or variety, this was still a fun little level. However, some of the early Bowser statues are a little too difficult to get past. They're paired up with things like Thwomps and Hammer Bros, which means the fact that you can't move while crouching can be punishing in itself. But at the same time, the powerups are distributed nicely enough that they feel rewarding to get while not making the level too easy, which makes the aforementioned issue small. Overall, it's basic, but with a good eye for construction and offers some enjoyment.
- This is a pretty decent attempt at a Bowser's Castle level with good usage of Sednaiur's graphics and vanilla music. It cna sort of be a little cluttered in places, such as the Bullet Bill sections. It's also somewhat hard to predict the positions of the fireballs. Powerups were good in the second half, though the first half had one too many in my opinion.
- This was a pretty bland castle. It didn't really have all too many interesting ideas, it was just really basic. There are foundations for a good level here, you just need to really polish everything up and add some cool concepts.
- A cliche bowser castle. I like the challenges in the level, like dodging bullet bills in varying ways. The npc placement is good. Your level design is too flat. The level seems empty. It's missing bgos and variety and it's short too. The boss fight isn't anything special. It's only a cliche bowser battle. This level is like a first castle in an episode.
- I like the things you did with the Bullet Bills! Other than that it was a pretty classic castle level.
- Chad (4.0/10)
- The design of this level is really impressive. There's a huge variety of imaginative gimmicks and themes throughout, and each one is given a ton of focus and done super well. The open sliding and optional flight section make a nice and simple but pleasant intro, the series of Mouser replacements guarding the red switch are strategically placed for unique miniature boss fights, the sliding puzzle-piece nature of the castle area protecting the green switch is brilliant, the Peach-specific log raft performs well, and the Urchin/Torpedo sections leading to the blue switch are cunningly designed. The switch sections are pretty difficult, but for the most part the efforts put into the design and detail of the level are incredible. However, a few major issues are present in this level, mainly that there's just a massive amount of each idea. It's certainly playable if you have the patience, and I really appreciate the anatomy of the level overall, but everything is given an enormous amount of focus. Multiple midpoints are offered, but they don't seem to work, because they just respawn you at the top-left corner of whatever section comes after the last midpoint you touched. In a few cases, this puts you outside of the structural frame of the area and gets you stuck and unable to continue. In others, it is possible to return yourself to the level, but the switches reset either way and you're back to square one. This gargantuan level must be completed in one shot because the checkpoints are effectively superfluous. That's asking a lot because each switch challenge is rather difficult and long. They're fair on their own, but it's not as simple in this case. I also didn't bother with the second star, because even though the Dragon Coin hints next to the main exit are thoughtful, I already spent more than enough time just reaching the main exit, and searching massive open sections for collectibles via flight or invisible blocks does not sound appealing. This level has a lot of redeeming qualities aside from this, but it will be very difficult to complete legitimately except by only the most patient and determined of players. Pretty much all of these issues would have been avoided if you simply had all of the same ideas but way less of everything.
- I liked the idea of this level, and it's atmosphere. The events in the castle section were very well done and it's clear that a lot of effort was put into it, so kudos to you. However This level's midpoints are buggy. It also lags the hell out of my computer which greatly reduced the enjoyment of this level for me. This level was far too long (particularly Peach Creek), and the usage of switch blocks is cliche. I do like what you treid to do by making a sprawling world though, so it definitely had that going for it. The graphics were also pretty neat too, and the Donkey Kong music fitted in very well.
- hey dude loving that 228mb of music :) Anyway, the actual level is a bit weird. At the start, I got super lost as it isn't really clear where you have to go when you hit the yellow switch block. As far as I'm clear, progression requires the use of the leaf, so if the player loses that it seems they're screwed unless I'm missing something. The design is pretty basic overall too and the only real interesting design is in the castle section with the moving layers but even that gets pretty repetitive. Collecting all 5 Dragon Coins for the secret star can be a pain if you die. You've used Lua for midpoints, see if you can use it to save progression. Also, this level is super lengthy when it kinda doesn't need to be. The midpoints do help this a lot, but things can get tiring.
- This level is so confusing. The level design is bad. There's no logic. The player doesn't know where to go. The graphics are good, but the orange background is strange to me. I don't like the npc placement, especially the piranha bomb spam. That's a bad idea because it's very hard dodge them and this level has so many other annoying npcs. This level has many parts with hard jumps. This isn't a good element for the gameplay, especially with the npcs that are hard to dodge and causes unfair deaths. The boss is an annoying Mouser battle. Overall it's a strange and stressful level.
- I must say I appreciate the spaciousness of this level. It's a casual level with a switch puzzle. Slides are always fun, too.
Spoiler: show
52. Turtwig - Blueberry Mountain (5.08/10)
- Chad (5.0/10)
- A pretty short level with decent design, and demands a bit of precision in terms of spacing and enemy placement. It doesn't offer much in the way of uniqueness, but it's a bit fun to plan my careful movements around each obstacle. Sometimes the narrow construction is a problem though, such as breaking the bomb wall being slightly tedious, every jumping Paratroopa not behaving well with low ceilings. and the required sliding portion launching you into several enemies and requiring insanely fast reflexes. The latter isn't quite as bad as it sounds with the midpoint being just before it, but it will most likely cause players forced death or damage the first time. Other than that, I can't think of too much else the level does wrong, or anything else of particular note. The overall construction is fine and the presentation is good, just sort of on the average/ordinary side.
- This is a pretty nice straightforward level set on a mountain. The desgin is simplistic, with a great backing track. However, in some places there are questionable NPC placements like the Paratroopa at the top of the lside in the cave, likewise the Bob-omb brick section being out of place and tedious in the level. The secret star area is unfair. There are hidden warps and unless the player anticipates the pit ahead, they will die. Not fair. You also need to be Small Mario, which is also not fair to the player. Nice level otherwise though.
- Oh man, this was quite a throwback to an old episode called Return to Yoshi's Island for me. Anyway, the level itself was fairly decent. I had a lot of issues with areas that felt a bit too cramped, leading to some unfortunate deaths due to low ceilings. The secret star was super weird too; the series of instant warps also ended up leading me to my death, as I thought the pit wouldn't kill me.
- This level is very simple. It has nice and beautiful graphics (the tileset and the background). However I don't like the design. Linearity isn't a problem, of course, but the cramped design around the level is and the lack of anything interesting. It has npc spam which causes unjust deaths. It could use more power-ups. Some npcs don't mix well with the atmosphere of the level.
- This was a pretty decent level. The bright blue in the tileset kind of bothers me. That seems to be the only thing I can pinpoint that is unique about the level.
- Chad (5.0/10)
- Oh, an ascetic level. The design is pretty ordinary for a SMW overworld and the level does well at making the player focus on careful and patient movements to get past everything, but it also goes on a tiny bit long for a no-mistake run and you often have to make incredibly narrow evasions. SMBX's hitboxes are picky and the occasional instance of something like jumping through a two-block gap between coins can almost feel luck-based. Sometimes this also results in waiting for enemies to walk from one side of the screen to the other, which involves a lot of standing around that you'd have to redo each time. Still, it's not bad nor is it terribly long, but it could stand to be more lenient here and there.
- A pretty nice concept here, in another vanilla SMW setting. The level name needs to be taken literally - if oyu rouch any of the NPCs in this level, you will take damage. It's not easy and is pretty challenging. Aside from one jump in the middle, I thought this level was pretty fair. It's length is also good, should have had a midpoint though.
- Not sure if this type of level concept is suited for a level design contest and even if it was, this one isn't really all too much fun either.
- Don't touch anything. This is a great but very annoying idea, especially in a level, because if you can't touch anything, how will the gameplay be interesting? The level only consists of dodging coins and npcs. If you touch them, you will die. The level design is simple and nothing special besides the "don't touch anything" gimmick. Some parts are stressful, because you need to dodge the coins and various npcs together, causing unfair deaths. This level has no collectible coins and few power-ups. Overall it's a good challenge, but it would be better if you explored the gimmick more and fixed the issues I mentioned.
- Interesting concept to say the least. If you try to collect coins or kill enemies you will die. The level had some very challenging jumps.
- Chad (5.0/10)
- A simple hilly snowland run with standard enemies and platforming. It's not bad, kinda average, nothing frustrating or unpleasant, and nice presentation. Pretty much an ordinary level that's decently built. It's a little bit repetitive, but not too long. More variety would have been nice, but other than that it's just kinda there. I know this is a short review, but there really isn't much to talk about with this one.
- This level is pretty straightforward, and was fun to play for the first half, but there aren't enough enemy varieties present (this level literally has koopas, goombas and podoboos). I really like it's aesthetics though, the custom tileset is a really cool variant of the SMW original. There was no graphical issues aside from one of the Podoobo lava effects. The music didn't really fit and got very repetitive, especially as there is no halfway point. Good attempt.
- I dunno, man. A lot of this was simply running and jumping mindlessly over obstacles. There wasn’t much variety in the terrain or the enemy usage and the parts that tried to spice things up such as the platform ride were really short lived.
- A cliche level. The level design is pretty graceless. When you make a linear level, try to make it interesting. The graphics are nice. I like the contrast between the brown and gray/white. The level was very well decorated too. The level has nothing special except the moving bridge which I thought was lame. The level consist of mostly running and jumping. No varying challenges, nothing interesting. The level lacks coins, too. Overall it's a cliche level.
- That was a pretty long level for what it had to offer but at least I got to slide-kill every single enemy. Whee. You have mastered the art of building ground in Mario. It's a perfect harmony of slopes and edges. Now add more pipes and Question Blocks!
- Chad (5.5/10)
- Decent canyon level with a nice occasional inclusion of lava. The ruggedness of the design is interesting and lends well to the careful actions that must be taken. The vine segment is also built well, and I enjoyed the use of spacing and Paratroopa placements in the final climb segment, too. The level overall is sort of short, and mostly does a few different things and then ends, but it's fun while it lasts and I like its construction. The progression can introduce itself a bit awkwardly at points though, like the first warp requiring you to fall down an undisclosed hole, the lava rising one block suddenly and then not doing anything else, and the switch block has an initially unclear purpose, but it's all pretty manageable.
- A pretty decent canyon level with overused graphics and unfitting music. Nothing really stood out to me to be honest. The VOlcano Lotus is out of place if that counts tohugh as it only appears once. Prety good mid-tier level.
- This level kinda happened. It started off really simple, but got a bit more elaborate in the latter half which I appreciated. The level did kinda just end though. Really abrupt.
- This level has a interesting design. An exploratory canyon with various items. The mix of tilesets is good too. About the decoration, it's good, but it could use some pipes, although this isn't obligatory. I prefer other colors for the hills , because the green is a bit off in this atmosphere.( except the cactus). The npc placement is ok, but you need remove some of them, because in some parts they are in excess. I do not understand what happens with the lava in the second section, seems random. Overall it's a simple and short canyon/desert level.
- There's not much going on in this level. Plain ground and lines of enemies walking towards you. Sometimes you have to climb vines to cross lakes of lava. Funnily enough the music seems to fit because it also has little stuff going on. There's a slow djembe beat and a lazy mute trumpet plays single notes throughout the song.
- Chad (8.0/10)
- This is actually an incredible gimmick. I can't imagine the effort it must have taken to pull this off. The layout is mostly pretty simple with occasional complex obstacles thrown in, but when the world is disappearing piece by piece before your eyes, you really don't need the actual construction to be too elaborate. It quickly becomes apparent that a steady pace is required of the player to keep up with what's happening, but for the most part everything's pretty well balanced. There are a few points at which you might not know there's a tiny hole until the visual indication has already vanished, or there's a solid block where you're not expecting it, but overall the level does quite well. It'll probably take a few tries, but while the level is hard, I didn't find anything to be unreasonable. I appreciate that the later buildings even begin decaying after earlier ones, as it's a much needed form of mercy for this level. It's also pretty short, which makes it easier to give the added patience.
- So the first thing that greets me upon playing this level are 1x1 pixel cloud BGOs. Yeah, not a good choice there. However, this level has a really interesting atmosphere and mechanic present, where the levels bricks progressively become more invisible over time, meaning it becomes a memory game. I really like the idea, however not only will the player be screwed after a while if they take too long (there are pits in this level), especially later on, meaning a lot of trial and error is needed to play this. This isn't helped by some questionable NPC placements let the side down. For example, the first Hammer Bro throws it's hammers firectly on the ledge the player needs to climb up to get across. The timing is very tight, to the point where it's unfair. I would suggest removing the Hammer Bro or lowering the ledge on the right. Overall this level has a great idea behind it. But it's execution not so good. Good shot though :)
- This one was kinda cool. The gimmick's pretty unique but it adds a lot to the level. For me, it forced me to stay fast so I could keep up with the surroundings before they vanished. Slowing down was a bit of a punishment but I still thought it was cool, though a bit short-lived.
- It's a strange level. The only interesting thing is the blocks and temples disappearing. Unfortunately this level has bad level design. Everything is tight and there's nothing interesting. Further it has a lot of npc spam and places with difficult jumps. I saw this level as very empty, barren of power-ups, bgos etc. Overall is a stressful level.
- I feel like the only purpose of this level was to set me on a mood, with the dialogue about music and colors or something in the beginning. The level itself was nothing more than casual sidescrolling with maybe a couple of inconveniently placed Thwomps that I would stupidly spin jump on and die because they would lift me into a hole in the ceiling. I suppose the gimmick where the level would turn invisible block by block was unique but it was so slow it brought no challenge. Overall it felt like the level tried to be a piece of art more than a Mario level. Some sort of poem about music and color.
- Chad (5.0/10)
- A pretty average but decent cave level, mostly. It has some pretty smooth design and a minor focus on exploration, as well as a clever use of spacing for enemies, especially the Chuck variations. I like the way you hid the different secrets, particularly the second star. Easy to find, but suitably challenging to get. However, the second half sort of feels thrown together at the last minute, because it doesn't flow quite as well. The difficulty jumps a bit, in which the spacing of the tunnel starts to work against you and requires a lot more fast precision in terms of avoiding enemies. One problem near the end would be the Chuck running on Munchers. The Muncher gimmick was used pretty well for the second star and offered a lot of vertical space to react to the Chuck's semi-randomized bounce direction, and it provided an appropriate added challenge for a secret. But this required instance takes value away from the uniqueness of that while not giving you nearly enough room to respond. It ends with a boss which falls through the floor before you can even fight it, leaving you stuck, but it looks like even a working version would just be an ordinary Ludwig fight that wouldn't add much. Still, the second half is pretty short, so these issues don't encompass the entire level. What comes before the checkpoint is rather good, but the second half should have been given the same level of attention.
- A pretty straightforward cave level with fitting fraphics and good event work. I liked the music. The Chuck spin-jumping challenge is a bit unfair as thre is a a degree of unrpedictability to it so having this particularly in a narrow passage is a bad idea. Likewise having it compulsory in the asecond half especially as the player may not have been sble to get the secret star. It was also a bit barren in places and the Hammer Suit voids the challenge. Also, the Chuck generator needs to be removed as the player wont be able to progress unless they take damage if too many Chucks block the way
- boss chuck so strong HE FELL THROUGH THE WORLD WOWIE. Anyway, this level was cool. The theme of Chargin' Chucks was prretty unique and it worked well, especially as they were used in the level design well, such as bouncing on the chuck to pass a row of spikes. Aside from that, it was fairly average design, but it was still fun.
- This is level is rightfully called chuck caverns. I like the way you used the chucks in this level. It's a lot of fun. The level design is ok. The level isn't long and the check-point was placed well. There are many secret sections. This is good the gameplay. The level is empty. It would be better if you added more bgos or other things. The section after the check-point is random. The npc placement isn't good there. As you walk chucks, goombas etc, appear in the same place. I don't think putting the chuck (that replaces bully) on the spikes is a good idea, because you'll always bounce off of him straight into the spikes and you die unfairly. The boss isn't anything special. Overall it's a simple level.
- The part where you have to keep bouncing on a Chargin' Chuck to get over a sea of Munchers is nearly impossible. The boss fell through the floor after a few seconds and I got stuck. Besides these flaws the level was pretty normal.
- Chad (6.0/10)
- This is sort of an odd submission for a Mario level contest because it doesn't play like one at all, as it's based on Undertale battles. Still, it performs pretty well and is fun and entertaining to go through, and even humorous at points. It does an especially good job at creating attack sequences, too. Couldn't figure out what the second battle expects me to do and I'd rather not have my gameplay consist largely of menu selection when I expect to be platforming, but this was still something interesting and different.
- Nice Undertale style joke level. I quote enjoyed this even tohugh I haven't played Undertale. Not much to say other than well done, but as you've put effort into this (even tohugh this isn't really a proper level) you're getting a decent score :)
- Oh boy, probably one of the greatest examples of what LunaLua is capable of. It's really an amazing piece of technology, but uh, it's not really... a level? It kind of is, but not really? I mean, you get me, right? Don't get me wrong, I REALLY love this, but it's not exactly the most suited thing for a Mario level design contest :P
- Man, this is awesome, it's really like undertale, the battle is very similar, congratulations! But this is a level contest, and this isn't a real level. It's an excellent boss battle similar to undertale. I'll give you a nice score because of your work. It's awesome!
- AMAZING concepts and some incredible technical feats, but I didn't find it to actually be that enjoyable for some reason. YMMV.
- Chad (4.5/10)
- Interesting atmosphere, and a simple yet fun layout. I like how the level takes you in and out of a sunken ship alternatively, and how each area uses a different design plan. It's pretty straightforward and moderately challenging, but sometimes the construction and enemy placement can be a bit awkward. For example, trying to interact with the slopes on the starting platform will glitch you through the floor, and the aquatic enemies will interact oddly with surfaces and each other. They're mostly fine in the submerged area, but in places where the water is separate, they'll be numerous and nothing stops you from just skipping across the surface until you're past it. I also found the Torpedo Ted launchers to be a misleading choice of BGO, and it especially fails as a secret star warp because nobody's going to think of that. Overall, not an awful level and it definitely offers some fun, but a few weird design choices do leave room for improvement.
- This was a pretty easy beach/ship level was isn't too shabby. Graphics and music are fine except why have you used both kinds of SMB water? It's inconsistent and the part where they overlap each other in the penultiamte section is awful. The Torpedo Ted BGOs looked like they were blocks and needed a bit more distinction, personally. The design itself was quite flat, nothing about this level really stood out to me, but it wasn't bad. Nice level.
- This was an interesting one. I liked the atmospheric in the first section and sections similar to that, it was pretty unique. The rest of the level was alright, nothing too bad at all but nothing else really stood out aside from the unique setting. It's a good start though.
- It's literally a shipwreck cove. I like the atmosphere of the cave and the shipwreck! The level design is good. There are lots of places for the player to explore. The level is very detailed too. I feel that this level was missing something though, maybe a surprise gimmick or something like that. Since this level has a pirate theme, wouldn't it be cool if there was some sort of treasure you could find? The graphics are good and they mix very well with the atmosphere, but the water has a glitch. Some water has a different blue color. The npc placement is ok, but there's fish spam at some parts. I feel that skull block should have a darker color, because it's confusing: sometimes the player doesn't know if it is solid or not. Overall it's a good level.
- Why are you using Torpedo Ted Launchers as decoration??? This is a casual level. Nothing much to complain about the design. The enemy placement is good and the platforming feels natural throughout the level. It's just very average. The rain together with the occasional rain sound effect in the music match really well, I like it. The black squares at the sides of the screen serving as transportation between rooms don't look too good. I'd go with normal doors.
- Chad (7.5/10)
- Despite what the name and pessimistic Toad within will tell you, this is actually pretty well made. It's a simple SMW lava cave theme with simple gimmicks, but the construction is really nice and attention is clearly paid to making the different challenges perform nicely. Propeller block descents, Podoboo's shoes, and blue Yoshis are underused gimmicks that are all given effective use here. Most of these surround you with lava, and while the spacing could have been a bit more generous here and there, the level does give you the room you need if you're just patient and careful enough. It's pretty difficult, but the length is tame enough that you don't lose miles of progress if you die. Not bad.
- Nothing really that special about this level to be honest. Being a vanilla SMW level where everything is vanilla SMBX stuff means that there isn't really much feedback to give on the subject. The level itself is pretty challenging in places, but mostly fair. The Podooboos in section 2 are too much considering the condensed atmosphere and that the Spiny in the last cave section is unnsesecary considering that the warp settings can be toggled to achieve the same thing, though that's really the only dfault I can find. Oh and the clash between the SMB3 Toad and Spiny. But you knew that, didn't you? ^^
- i mean, hey, it's not that bad! Have some more confidence in your level design, dude!
- A smw styled level. I like your graphic choices. It's vanilla but with some new things. The level would have been perfect if weren't for cramped level design, especially in the lava parts. It's stressful because you can do spin jumps on the podoboos, and it's hard to dodge all the npcs in this part. The variety in the sections is a cool idea, like red shoes, propeller and blue yoshi. About the part with blue yoshi, the grinders aren't a good addition because there's little space and this causes unjust deaths. Overall it's a decent level.
- "I hate this section because it's not that great." Clearly the message of this level is that it "sucks ass". This line is repeated many times in the Toad's dialog. Although To reply to the Toad complaining that he's not SMW styled like the level, Super Mario Maker introduced a Super Mario World Toad! The level was pretty all right. You did a good job varying the path in the lava caves.
- Chad (4.5/10)
- A short and sort of clever level, but with an odd handling of difficulty. The construction and detail are really nice, but the spacing is quite narrow for dealing with projectile enemies. It works well for the simple walking ones, but not for fire Piranhas, Bullet Bills, and completely unpredictable and unindicated sky fireballs. This is especially tough in the indoor section because there's a lot you have to get past in a single propeller block jump, including stuff that was offscreen when you first leapt so you only have so much control over your descent to evade. That, and the background is the same color as everything else so there's a lot that blends in. The Birdo fight is also hard to read because the moving layers don't convey themselves too well until it's too late. All this and no midpoint, but at least it's pretty short. Aside from the difficulty, the layout is pretty nice. The distributions of land and lava are excellent and appear polished, and the tricky interior maneuvering is cleverly built (although the door order isn't explained well). Overall, the level has merit, but takes a lot of patience in dealing with unpredictable hazards. It could stand to be a lot more accomodating of space and propeller maneuvers, introduce its gimmicks a little better, and remove the sky fireballs entirely. The short length does help keep this tolerable, though.
- I really like the atmosphere in this level and it'd design (mostly) however there are some issues. Firstly, there is no way to know when the lava balls will drop dfrom the sky, and they are placed in such a way that the player is likely to take damage the first time round. Also the spin jumping section is a bad idea. The Spinies are vulnerable to fireballs and you give the player up to two Fire Flowersbefore the section. A solution to this is to either change the fireflower powers to a leaf or iceflower, make a text file with the code "nofireball=1" or revamp/remove the section. Furthermore, the boss is a bit of a chore as you have to wait a while for the platforms to appear again. I found it pretty boring and har at times. Good attempt though, with a bit of refinement this would be a great level.
- Cute little level. I don’t really see the purpose of the switch block. The player could have just progressed up and taken a door to the next area, instead of needing to hit a switch and descend down (though thankfully there was a shortcut). There were some interesting parts throughout the level which kept me entertained, so overall it’s pretty decent.
- A nice lava themed level. The graphics are good and I like the chaotic temple/lava atmosphere. The level design is good in some parts, like the puzzles and the propeller section. This level has some big problems that affect the gameplay negatively. The cramped design and your npc placement together with the very difficult jumps. When the player dodges npcs, or he jumps and hits the ceiling and an npc touches them, or he jumps and dies in lava or munchers. This isn't good. It causes unfair deaths. The random podoboos that fall from the sky aren't good. It would be better if you added a warning. Exclamation points for example. In the boss, about the moving blocks, I recommend you increase their speed when they move up/down, because I believe everybody hates the wait.
- "Only one of the pathways in these little puzzle sections will allow you to continue the level. The other(s) will teleport you back to the beginning of the puzzle. Sound familiar?" NEVER utilize this gimmick again. Besides this flaw it's a pretty normal lava level.
Spoiler: show
42. The0x539 - Nimbus Castle (5.9/10)
- Chad (6.0/10)
- A reasonably short and pretty interesting level. The section transitions are cool, and I love the design of the sky castle and the tricky platforming it has you do. Enemies are effectively placed and make it rather fun, and the vertical section's just as good. The Lakitu boss is really creative, and not too long or difficult. The midpoint's right before it, so deaths aren't a huge punishment. However, the lightning bolt attack can be weirdly unpredictable when Lakitu uses it from a really low position, especially when it sometimes stops shooting them at all but the cloud platforms flash with electricity anyway for seemingly no reason. This can result in unanticipated hits and deaths, but the boss isn't so hard that it can't be beaten within a few tries. But overall, I had fun. It's a well-built small adventure, and the boss functions pretty well besides its little electricity quirk.
- You have the makings of a great evel - nice usage of LunaDLL for the shooting and the boss, fitting graphics and music (mostly, the SMB2 vines are out of place) and well done design. The only issue is that there isn't enough of it. Literally, the Koopa Coins closeness to each other speaks volumes about the level's length. Shame.
- Kinda wish the level was a bit lengthier. The level had such a cool opening and the boss was literally a minute away. The boss is super cool though. I'm a big fan of the attacks, I just wish the actual level had more meat to it, y'know?
- That's a powerful springboard ( I like the luna in this level!). The level is short and simple. The level design is good. I like the way you used the smw castle bricks. The level design reminds me of the old 8 bit style with the short sections and the music. The npc placement is good, too, but the boss is hard, especially when the Lakitus throw spinys. It's hard hitting the Lakitus when he occasionally flies into the ground.
- This level is very nice. The design is fluid and interesting. It's just relatively short. I like the way it looks very much. You did a good job varying the brick structure. The blue Note Blocks were a neat touch.
- Chad (3.5/10)
- I'm sorry, but I really didn't enjoy this one. The visuals are so intense and blend in together so well that it's extremely difficult just to figure out how the level wants me to perform. This issue is coupled with design so randomly complex and inconsistent that even the simplest of obstacles becomes extremely difficult to maneuver past, and there are a lot of projectile enemies in addition to all that. This is an extremely long level and these problems are present for almost the entirety. Even if you remove the graphical and layout issues, you'd still have a pretty challenging level, but at least that way it'd be challenging in a way that would actually be fun. It's really a shame because this level puts so much effort into constructing a big Heaven/Hell story, and it could have had the potential to be really cool and interesting if you scaled everything way back and didn't do way more than necessary. The Hell section was all right, because it wasn't overly complicated or time-consuming and I could see what was going on around me. The rest of the level should have been like that.
- Well, out of what I was able to play I quite enjoyed. This level is very atmoshperic, if a bit lengthy. It's a cemetery set to Castlevania music and SMB2 graphics (mostly). A very nice blend. Section 2 was interesting, though we could have done without the switch blocks and instead replaced it with something else (no doubt Quill has scored this level badly). Then we get to the section with the white warp...And it dsoen't work. I jump into the angels as requested and then nothing happens. Erm, what? It's such a shame as the level had a lot going for it and I don't want to cheat and mess it up, so I'm not going to score this.
- Oh boy, talk about an overload of custom graphics here. Kinda a bit too much if you ask me, there were segments where I got confused over what was foreground and what wasn't. The level design was fairly good with some decent variety. I found myself losing a bit of interest over the course of the level though. Also gotta have that religion in my marios
- Jesus Christ, what happened in this level? I like the contrast, sky and hell. This level has a nice and creative story. The level design is good. The gimmicks are incredible. Everything is very creative, it's really fun! I think the second section is confusing, especially because the player doesn't know where the correct path is, and the switches are confusing, too. In the first section it isn't a good idea to put 3 red coins for the player collect, especially because the first seems secret. The gimmicks are great and creative. I love the participation of the angels in the level and the possibility to fly. That was clever. The temple falls are nice, but I think the last temple needs to give the player more time to escape, because it's a bit fast. The hell and sky concept is fun, especially because the player needs to choose a path. Inside the temple some parts are cramped. I suggest you fix this. The graphics are strange. I think the castlevania graphics are very different from the Smb2 graphics, but I got used to it after a while. I think it would be better if you chose other graphics for the temple. The npc placement is good. There's lots variety and this is very good for the gameplay, but the ghost birds are annoying, especially because it's impossible to kill them and also it isn't necessary put cobrats in all vases. The power-ups are very similar to vegetables, sometimes the player might miss them because of this similarity. Overall it's a creative level. Good job!
- This level is a high concentration of many, many tilesets and it's making it hard to focus. Some of the custom sprites need work. The halo among other things such as the Jesus uses clashing 1x1 pixels. The Grim Reaper shakes. The angel powerup was pretty cool. Overall it's a decent level.
- Chad (7.5/10)
- I really dig the construction of this level. It's definitely one that caters well to those who like super duper hard levels, but it's mercifully short about it. A bit much for me, but I can still see plenty of merit in the particular way this level demands a lot of you and how you're expected to perform. A lot of care is clearly put into the placement of every enemy and obstacle, and it offers a decent amount of powerup assistance if you can persevere. However, the amount of safe space is minimal, especially in terms of sometimes-omnipresent lava and moving fences. These wouldn't be problems inherently because the safe spots are communicated well, but SMBX is very absolute about its hitboxes. I don't feel that the fences' natural weirdness is accomodated very well either, and enemies are also rather numerous for the amount of space provided. It's still very possible for determined, patient, and precise players despite the difficulty, and I feel that the designer understands that a huge amount of very hard all at once isn't fun, so the level length and pace work well.
- I really liked what you tried to do with this level. The graphics and music are perfect and the length is good, however this level is a bit too difficult, namely the NPC placements - for example, the Firebar on the lava ride in Section 3 makes that area too hard and it should, in all honesty, be taken out as the player has to be very careful and quick with how they move. There is no room for error. Likewise, the Bob-omb that appears at the end. There are simply too many enemies for this little shaft. This is a recurring theme for the whole level, where it's too densely packed with too many NPCs. I'm all for chalenging levels but this is unfair. At least it's beatable, I heresy.
- This was a pretty neat concept for a level and I enjoyed it a lot. Its main flaw is enemy placement, as a lot of them are placed unfairly and almost mindlessly at times. It's a shame, since the level has some neat design features that I really enjoyed. Polish it up and you'll have yourself a pretty cool level.
- This level has an interesting atmosphere. It's a purple chaotic castle. The graphics were very well selected and I like the mix of the tilesets, nothing to complain about here. About gameplay, this level disappointed me with the unnecessary npc spam especially in the tight parts. This causes stress. I like the moving layers, but you put them in the wrong part. They don't mix well with the lava and npc spam and it's very difficult platforming in these parts. (PS: I love this music)
- Behind the numerous purple recolors this is a decent castle level.
- Chad (5.5/10)
- A pretty pleasant level. I like the night-time grassy/mountain landscape, and the thematic consistency between enemy variations is a nice touch. The construction is solid and enjoyably explorative, and searching for different items is made simpler by giving the level overall a tame difficulty. The cave sections are more direct, but are built with an entertaining complexity. The blue bricks for dealing with faster enemies are thoughtful provisions, but having several quick enemies in the same general space can result in really awkward interactions at times. I also found the level to run on longer than necessary. If the level ended after you talked to the Cobrat that activated the green switch platforms and adjust the midpoint accordingly, that would have been a reasonable length. Alternatively, the level could have started and ended with the switch/key hunt and that would have worked too, but it didn't need both. It wasn't intolerable to experience both, and I still had fun, but it did drag on somewhat. The boss definitely wasn't needed though, as I found it to be excessively difficult and poorly devised. The arrangement of sizables looks nice, but the pipes and generators down below combined with a faster SMB1 Bowser AI basically mean you're going to be spending nearly all of your time on the upper levels. But even then, you're not really safe from the fireballs twice the size of his body because of the low ceiling and one-way nature of sizables. Some gaps between them as well as a proper weapon to attack with would have been considerably improvements, because the only powerups you get are two non-replenishable Fire Flowers and whatever you kept from before. It's even worse if you die, because then you only get one Flower and taking a single hit ruins your attempt. Overall, good level, but overstays its welcome a bit, and the boss needs serious work.
- This level drags out a bit to be honest. The music is good (though the underground OST is generic), and the graphics fit perfectly, however the level is artificially lengthened by the key/switch hunt, which is a bit needless to be honest. The Rex challenge alone would have been fine. The boss is a bit hard, it's hard to make the jumps to the blue brick without jumping on the higher platforms or taking damage from another enemy.
- This started off decently, with some interesting examples of level design. The first half was pretty basic, but kept me entertained. I especially liked revisiting the guy who was sleeping to activate the green switch. I thought that was super neat. The cave sections were a little cramped though. I disliked the second half in comparison. Finding two keys and then having to go on a fetch quest to activate the red switch was a bit of a chore and killed the level's mood a bit for me. The boss wasn't too great either as it was especially annoying to deal with the boss with the sizables in the way. Overall, this level has some great potential, it just needs some notable flaws addressed.
- I like this level. The level design is good. The exploratory things are good and so are the mini quests and transition of grass and cave. The graphics are good. I like the blue blocks in the level because they're so helpful in killing the npcs. The npc placement is good and there's good variety in the npcs. About the section after the checkpoint, you should add the key or switch for the player so they don't have to go back and forth 3 times, because that's exhaustive. Maybe you could add some warps back here. The cave section is cramped which is not good. In the boss battle it's very hard catching the item while dodging stuff. Overall a good level except for the boss.
- This is a good nighttime level. I'm maybe a little overwhelmed by the variety of BGOs in the overworld section. But the level varies very well in platforming hazards and enemy placement.
- Chad (5.0/10)
- A pretty polished forest level. It's designed rather well and presents itself nicely, but it's also one of those where you're mainly just doing normal exploring and enemy evasion. The switch rooms add a little bit of variety in the form of swimming and lava sections, but you still have to completely retrace your route once you've hit them. Not a bad level, but it is more on the ordinary side and could be shorter.
- This level relies a lot on switch blocks and simple events in it's gameplay. Plus you have to do a lot of backtracking, and both of these artificially extedn to reply value of this good-looking level. It's ashame as the frist half was rather run and was a great prelude to as cliche finish. You've shown that you're a capable designer, less reliance o switch-based gimmicks and you'd be on to a really good level. ^^
- This was a decent level up until the random switch block hunt, which was totally unneeded and was just an excuse to prolong the level, especially since it involved lots of backtracking. The end was pretty rushed too, as there wasn't a final segment before the star. It was just "hit the 2 switches and you're done" which was uh, kinda lazy, I guess?
- A forest/cave level. I like how detailed this is. The atmosphere is good and the decoration is great. I like the graphics. The level design is good, in the first half. The cave section has some problems: Some parts are cramped and it's hard to dodge npcs. In the lava section, when the player needs to catch the bomb, he will lose the propeller block and needs to go back to the beginning if he wants it back. The water section is a bit long. It isn't a good idea to have to go back and forth for the blue switch. This is a good example of bad use of switches. In the same section there are some high walls that are hard to jump on. The npc placement is good, except in the cramped parts. Overall it's a good level.
- This is a decent level. The design is consistent throughout the level. The enemy placement is good. I just found it a little boring. You end up roaming the same areas over and over looking for whatever you've activated in other areas.
- Chad (7.0/10)
- I enjoyed this level. The story is amusing and, even for a parody, serves well as its own self-contained adventure. It takes you through a series of logically-connected themes that each have their own unique design mentality provided to them, which work nicely for each of their purposes. The outer wall is visually convincing and simple (albeit with some minor blending in), the sewer has simple design but looks and acts really nice (but deserved expansion), the dungeon is a moderately difficult enemy run, and I especially liked the propeller block ascension because it's not done that way very often. Each area has really good enemy placements that required a fun level of caution, and a great amount of space for dealing with them. It hadn't even occurred to me that the level uses 20 sections until I was done with it, because each one is pleasantly small and makes the level feel a lot shorter than that. However, there are a few things towards the end that could have either been done better or weren't needed at all. For instance, the boss's "trap" goes on a bit too long, and despite being clever at first, the novelty sort of wears off halfway through and would need to be sat through again if you died after it. The latter could have been prevented either by using a mandatory SMW star (since the level only has an exit one) that permanently swaps out the warps so you can skip that room in the future, or an extra checkpoint with Lua. I also found the falling tiles following the actual boss to be impossible to anticipate, and a few moving layer applications are slightly sloppy. The cinematic lava dragon thing was pretty cool, though. Overall, nice adventure and story. A few odd design choices here and there, but nothing too serious and the level still offers plenty of fun and variety.
- Heh, pretty nice level you have here. This is a fortress with a custom boss with very atmospheric grpaihcs and music. Deign was well done, no real faults to say apart from the asection with the propeller block was too hard. Also, the water cuts off in the rising section which made me laugh. So did the jokes in this level, really helped with lightening the tone. I quite liked this level.
- This was a weird little level. It was super meta, then the meta got really weird and annoying. But hey, the level's pretty decent. There's some nice variety in the sections, the atmosphere is pretty interesting too. The boss was pretty meh, just your generic SMB3 boss, without anything there to spice things up. The escape part was kinda pointless since it was just a straight run without anything else really happening.
- I like this level. It reminds me of old rpg games. The level has cool lore, and it adds to the atmosphere! The details are very good. The castle looks great. The level design is simple, but there are some neat things, like the water in the sewers and the escape sequence. I don't like the npc placement. There are so many npcs in one place. This is unnecessary and causes unfair deaths. The propeller section is very stressful when you need dodge fire and at the same time jump on the skull platforms. This is hard and stressful. Why does the checkpoint not work? The boss is a generic smb3 bowser battle. There are Big Boos in some very cramped areas. I suggest you remove them. Overall this level has a nice concept, but it can be really stressful.
- This is a castle type of level with lots of flat ground and so many empty rooms that you have to run through it feels too much like a waste of time. The text goes over the border of the dialog box at one point. Why didn't you fix that? The part where you had to wait like 30 seconds for the ceiling to just fall down and then suddenly a Toad appeared and you could just exit the room was totally unnecessary. There was no challenge. Just waiting. The level had lots of other similar parts where you had to wait. Don't do that. I get it's supposed to set a "haunting" atmosphere but at such high amounts it just came out very boring and frustrating.
- Chad (3.5/10)
- There's clearly a lot going on in this level in terms of events and clever enemy variations, but this is barely playable due to the intense visuals. Everything has the same amount of detail regardless of significance, making the entire level blend together. It uses several tilesets and puts multiple decorations in almost every open space, making an explosion of random colors so heavy that it's actually difficult to navigate through the level and identify what you can interact with. It looks like careful attention was paid to creating an interesting level structure and unique atmosphere, but it's harder to appreciate like this, especially when the enemy placements and obstacles are already pretty difficult on their own. I also had little sense of which path was correct, like I was just entering random doors until I eventually wound up at the exit, so I can't say I found a lot of enjoyment in this. The Kamek variants were kinda neat, but were tough on their own and would work much better in a level that's easier to look at and less difficult to play.
- I really like this level! It's very clear that a lot of effort was put into making the graphics and events in this level and it works all the better for it. For example, there are multiple kinds of Magikoopa that do different things, from summon thunder to shoot projectiles. When you know the editor well, you can owkr out what each replaces (ie there's an Iggy koopa replacement) but it's really well made and I commend you for it. Shame about the lack of the boss though, though I will say that the checkpoint should have been moved much later in the level because it appears far too early. Minor quibble, but they this level rocks! ;)
- Damn, those mixture of tilesets and all that background was just so confusing. There's blocks that look like they should be background and background that look like they should be blocks. This is this level's main flaw, it's just so hard to tell where things are. As for the level, it was pretty good, albeit it was pretty similar to a past CC level, but I'll let that slide. The different magikoopas kept things pretty fresh but the design could have used more variation.
- A mystic castle. The graphics add to the atmosphere. The level design is good. There are lots of fun things and variety but some parts are cramped. The graphics are good, but confusing sometimes because I don't know where I can jump; the tileset and backgrounds are much alike. I saw some cut-off too. The special npcs are a very nice addition. I like how each kamek has a special power. The star coin sections have interesting concepts and challenges, but some of them are long. I didn't see a check-point in this level and the level is pretty long. The gimmicks are very well done, like the moving layers, the lightnings and other things. The timing of the lightning is well calculated. The end of the level seems random though. Overall it's a strange but very nice level.
- This level is such a visual mess that it's almost impossible to tell interactable objects from scenery! I got lost too. I have to appreciate the accuracy of the name though. Kamek is all over the place. I actually liked the blocks turning into enemies. That's a nice homage to Magikoopa from the original SMW.
- Chad (7.5/10)
- Pretty good level. The desert's pretty normal in overall scope, but the layout feels polished and nicely constructed to make each enemy and jump feel purposeful, while occasionally including sharp blocks and enemies to keep you on your toes a bit. In this first half of the level, the only thing I'd really complain about would be the quicksand traps. They're unnecessary and don't add anything to the level, but otherwise the desert's pretty fun. The castle section impressed me more though, because while it has the same good design as before, it picks up the difficulty in a fair fashion by making clever use of spacing and Thwomps to require entertainingly cautious movements, making the whole area feel really planned out and by extension a lot of fun. It's possible to hit an unexpected invisible block while attempting to spin-jump on the last Thwomp, but other than that, the castle section's pretty well built. The idea behind the bosses is interesting, where they each hide in their own little enclosed area until a wall reveals them, but Mouser's bombs ricochet off the ceiling and return to him. Other than that, the bosses aren't too unique, but the use of limited space is sort of neat and they're not too difficult or long. Overall, pretty well-made level. It's got a few odd quirks, but nothing too serious.
- Good job here! This level feels like two levels in one, one desert level and one fortress. For that reason, I feel that you could have pskit tihs into two levels and still do a good job. Unfortnuately the side effect of that is that both 'levels' drag on a bit for me. The Mouser fight was also flwed as due to his narrow space, the bombs often bunced off the wall onto Mouser, doing dmaage to himself. It's entirely possible to win that phase of the battle without picking up a bomb. Also what is up with that coin trap? There is no need for that especially as that traps the player, forcing them to die. Graphics and music fit fine.
- This was pretty cool. It was a simple desert level, but it had some nice bits. Wasn't as big as a fan of the fortress section, especially the bosses which seem to be designed to be even more worthless than before, especially Mouser who pretty much kills himself. Overall though, decent job.
- Nice desert level! The tileset mix is very good. I like the temple which is kind of a mishmash of desert and castle levels. The level design is simple, not because it isn't linear but because it has nothing special. The level is very well detailed and beautiful. The npc placement is ok but there's a bit of piranha plant and thwomp spam. It's not necessary to put a piranha plant in every pipe. Sometimes the first section seems repetitive. I recommend you apply speed=0 to the mushroom because if it falls in the lava, it may cause a run time error in the vanilla SMBX. The boss fight is just a cliche wart and birdo battle. Overall it's a good desert level.
- The invisible block trap was unfair and the warnings do not justify it. One does not simply have invisible block traps in a level. The Mouser isn't very well placed in the boss battle as the bombs will just ricochet back onto him and he'll get blown up on his own. Overall it was an okay NSMB-spirited desert level, although it dragged on a little too long.
- Chad (5.5/10)
- A pretty standard SMW castle with a classic and reminiscent design style. It uses a pretty good variation of moving platforms, falling platforms, and a bunch of different castle enemies. Difficulty picks up a bit at points where the larger Hotheads are involved, but other than that, it's a fine level. Fairly ordinary, but as far as that goes, well-built. I like the attention to detail as well. The Ludwig boss is a generic fight, but while it doesn't really add anything to the level, it doesn't really hurt anything either and is a good way to end off a level like this.
- A pretty nice and villa SMW lava castle with some pretty neat original edits on the vanilla graphics. The music was fine. The only real issues I have are that having Yoshis in the level makes it too easy and the boss room is too big and the boss itself is too short. Pretty nice job otherwise though.
- This was a nice little castle level. I liked the faithfulness to traditional Mario World castles. There were a few issues I had with the level that were mostly with the platforms. Some of them should have been set to move only when the player lands on them and I didn't really like how they would be submerged in lava for a bit at times. Overall though, this was a pretty good level.
- A classic smw level. I really like how you used the grinders and others obstacles. The level design is nice and classic. I like your ideas for the obstacles, but sometimes I felt that it was cramped and some of the jumps were hard. The level has a good length and the platforms were a good addition. The intro is cool. It's like the smw castle intro. The boss is a cliche ludwig fight, like the last message said. Overall it's a good smw castle level.
- This is a really nice classic SMW castle level. The design is consistent and the challenge is well handled. It's very loyal to SMW, even with the custom BGOs.
- Chad (9.0/10)
- This is an incredible level! It's impressively convoluted, but also easy to learn how to navigate. Enemies are unusually good at being really in your way in just the right placements, but also not too difficult to get past (the flying and projectile enemies especially excel at this). After introducing the player to the level smoothly with basic but cleverly-arranged pits and pipes, it offers a ton of variety. Different rooms are dedicated to Munchers, lava and donut block climbing, a very well put together P-switch run, and finishes it off with a switch block puzzle that can actually be called a switch block "puzzle". It's not just "oh here's a wall find the button that opens it", but each one directly influences the path and you have to explore how it changed and piece it together. The warp to the secret star is cunningly placed and logical to figure out, and the Purple Coin challenge within is pretty fun. It's an underused gimmick and the hunt was pretty well organized. I feel like the room didn't need to be symmetrical because that way you basically have two repeating halves, but that's a minor gripe. The level's also on the long side somewhat and could have possibly ended where the midpoint is, but the core construction and pace of the level are so smoothly done to the point that the extra length didn't feel too bothersome. Great work on this, this is really well made.
- This is a flawed, but good attempt at making a bonus style level with enemies and challenges. Graphics are almost exclusively vanilla and it works all the better for it. Muisc is fine, however there are issues with the graphics and that while they themselves are fine, the SMB3 Palm tree/bush BGOs are out of place. So are the firebar and lava graphics. The Birdos were unnessecary minibosses that just killed time and served no real purpose for me personally. Usage of switch blocks is a bit uninspiring, tohugh what you did with the puzzle was pretty good considering it's limitations. Good effort :)
- This was an alright level. The aesthetics were neat and the rooms you had to venture through to progress through had some variety and were fairly fun. A last section was a little odd and I found it a bit tedious to find all the switch blocks, but it didn't take too long.
- Well, this is a simple level. I like how this level has so many different obstacles, like puzzles, p-switches and green shoes. The level design is ok. There's a lot of variety but some parts are cramped, especially in the lava section. The key was a good addition, but the switches are unnecessary in this level. The graphics are good. I like the colorful pipes and the decorations, but perhaps the palm tree isn't a good choice of decoration in this theme. The npc placement is ok. I like the variety in the npcs in this level, but sometimes the hammer brothers are annoying, especially when there are 2 or 3 in the same place. The fire bars are a problem especially in the cramped areas. The checkpoint placement isn't good. It's uneven. I think this level is a bit long. Overall it's a decent level.
- Please don't place background that looks like floor (literally the same tiles, just darkened a little) above chasms. It will kill people. This is kind of like the SMB3 bonus areas made into a level. It's pretty good actually. The P-Switch graphic is broken. You forgot the mask and the effect in its entirety. The level is pretty decent. You have to look for keys to spice things up a bit.
Spoiler: show
32. Cedrik - Sky Ruins (6.53/10)
- Chad (5.0/10)
- A fun little level with entertaining construction and enemy placements, and a pleasant joyful atmosphere. I like the idea of having the daytime change as you progress, but once you fully enter the ruins, the visuals and design seem rather random. It's not too hard to navigate, but the BGOs in the sunset area closely resemble the solid tileset somewhat, and the platforming and hazards seem much more ordinary. The night section is sort of the same way, but the cloud tileset blends in with the sky and the ruins tileset blends into the identical versions of that in the background. It's a reasonably short level and it's not too hard to play, but it's a bit weird on the eyes and doesn't really offer much in the way of uniqueness or variation.
- Yeah, you've ripped off zlakergirl here. It's a pretty good clone, the design is fine and the level is sohrter than what you ripped off, so that's a plus. But I feel like I've played this before. And that sucks, because your level isn't as unique now. To me, and probsbyl others, it is the "rip-off/clone of zlakergirl's level." Unless it's actually designed by you zlakergirl, then I apologise.
- This level was pretty decent. I'm really, really questioning the decision for that switch block at the end. It's a complete waste of the time to show the star hidden by active switch blocks, only for the player to have to go left a few screens to deactivate them. It was really pointless and left a bad taste in my mouth.
- I think i've seen this level before, with these graphics and design. The level design is good. There are many helpful elements like the purple block that helped kill some npcs. I like the day and night transitions in the level, but this the second level with this element in this contest. The level is very well decorated and beautiful and the mix of tilesets is great. I don't understand why this level only has 1 moving block. Would be cool if you added more. The npc placement is good. The level lacks anything that would make it unique. Despite of the extraordinary atmosphere, the level is decent. Overall it's an ok level!
- Sky ruins is a genre at this point. There are so many sky ruins levels. This one's average. The design is consistent and the enemy placement is good but it's nothing special. I feel like there's too much going on with the tileset. Maybe leave out the mushroom platforms. Or maybe I just hate that castle tileset. The texture is so pillow shaded.
- Chad (7.5/10)
- A pretty solid level. It does well at both recreating and revamping the classic SMB1 castle feel, both visually and structurally. The first half is a hunt for three switch blocks, but the separate areas are nice and small so it won't take ages to hit them all, and each section is distinctly defined by a different set of obstacles. The second half also provides some great variety in the form of an underwater firebar section and exterior cannon section, and ends with small and ordinary bosses that are decent and justifiable given their distance from the midpoint. I also really like the key section, because while it's pretty tiny and rather intense, it conveys the difficulty and required maneuvers clearly. Overall, this level demonstrates a good eye for clever spacing, as well as a reasonable length and pace. It's just the right difficulty and knows when to stop. Most of the issues I found are minor, like unexpected no-cliffturn enemies from above in the red switch section, or walking SMB2 bombs that aren't obvious as such until you try and step on them because they resemble the SMB3 versions. I also felt that the shark enemies don't need to be there, as they take up a lot of space considering the environment they're placed in and they're only used in one spot. But as a whole, this is a pretty enjoyable level. It's a retro experience that does a lot of good in terms of being really well built and organized.
- Nice level. This is an SMB styled castle set to be the 'final boss' so to speak. It's very simplistic and a little slow to start (switch blocks again), however is pretty well executed in what it sets out to achieve. Graphic combinations are perfect, and so is the music for the second half. (A couple of pointers - The underwater section has too many Sharks placed too close together and makes the firebar passage proceeding it very difficult to get through. Also, when placing mushrooms in a level with always, always make a text file for the NPC containng the code "speed=0". Otherwise, a run-time error will occur if the mushroom lands in the lava.)
- The first half was alright, nothing too special. I wasn't a big fan of having to activate all four switch blocks, but the sections were mildly interesting. I much preferred the second section which had some interesting variety. The boss battles were pretty basic though. Overall, it's a fairly standard SMB1 castle, though beefed up a bit with some SMBX features.
- A nostalgic smb1 themed level. I like some of the elements that you put here like the puzzles and some items. The design is simple, almost classic. In the water section there's cramped design with fire bars which is a problem. The green and red bullet bills were a cool addition. The level has good npc placement, but you forgot to put in some coins. In the last sections, I recommend alerting the player that he needs to go back if he wants to defeat the bosses. Overall it's a pretty normal smb1 level.
- That was a switch puzzle. It's a decent level. There were a couple of tricks I liked such as the green Bullet Bills that would first shoot vertically, slow down to a halt and then shoot horizontally. Unfortunately they were limited to a single bonus room.
- Chad (8.5/10)
- This is a super well done bramble level, possibly one of the best uses I've seen! I really like the design choice here when it comes to incorporating both bramble blocks and a standard tileset roughly equally, whether it's to give the player a short reprieve from the spikes or to compliment the theme visually. The designer clearly had a lot of ideas when it comes to cleverly spacing different jumps and enemy placements. You constantly have to rely on correctly timing different duck-jump maneuvers and sometimes figure out just how much momentum you need, but space is never excessively restricted and it never gets insanely difficult. Plenty of room is given for the player to make a solid judgment between one obstacle and the next, which is excellent for a level like this. I especially thought the section with three parallel line platforms you have to jump between was particularly clever. It's a slight increase in difficulty, but within reason and it's right after the midpoint, so that was handled very thoughtfully. The length is surprisingly reasonable as well for a level containing this many resources. It's definitely a level that needs frameskip disabled, but it's really worth it. However, one persistent issue I encountered is that the visuals constantly blend together. They're distinguishable if you keep your eyes peeled, but it'd be very easy not to notice a particular bramble because it blends in with the background if you don't take it in before acting, and the same applies to the DKC Necky enemies because sometimes I'd notice the projectiles before I actually noticed their source. It's certainly manageable without a ton of difficulty, but this is very much a level where you have to carefully examine your surroundings before moving forward.
- This is a SMW bramble level with one of the most limiting bramble tilesets in SMBX. Considering this, this level is pretty well put together with a steady challenge throughout. A couple of the NPC placements are a little unfair like the Croc following the first platofrm drop. The platform section was interesting and a nice idea, however it is possible for the player to lose the platform and have to wait a long time. Layers and events using blocks would fix the issue. Also, if you're going to have quicksand the player can't recover from, why place quicksand in it, rather than just the BGOs? It means the player has to sink to their death when it is unnessecary. Minor complaints, but overall this is pretty nice :)
- Surely, if B.K was poked up the butt with a vine, they would explode. I find it strange that B.K is talking about how they have been spiked before. How are they possibly living? Oh, the level’s cool too. I especially like the part near the end where the three platforms are rising and you have to switch between them. It could have been expanded on but it was neat regardless.
- Look, an interesting concept! Bramble in a canyon isn't common to see in smbx. The two tilesets don't go well together, especially with these colors. It's ugly. The level design is good and dynamic. I like the way how you used the platforms, but there are many parts with difficult jumps and blind jumps which mess the gameplay. The npc placement is ok, but I miss some coins. The level seems empty also..
- I love the vulture. It doesn't get more creative than that. This level isn't the only one of its kind (spiky vine fest) but certainly one of the better ones I've played. I would personally use a different tileset for the ground. The SMW grass tileset doesn't do justice to the rest of the graphics.
- Chad (7.5/10)
- This was a pretty cool level. I like how the vanilla Metroid tiles are used to create a factory setting, I wouldn't think that to normally look nice but this sort of works in its own intriguingly unique way. The tile choices seem a bit random at points, but that also makes the factory feel like it's meant to come off as a twisted and unstable setting which is interesting in itself, so my feelings on the presentation are sort of mixed. However, the level construction is pretty good. It's pretty straightforward, and uses enemy placements and spacing in an enjoyable and entertaining fashion. The elevator is especially intense, but impressively handled to not be too insane. A new high-jump ability is introduced too, and it's fun to toy around with! I expected it to be needed a lot more than it was, but it was still interesting to use where necessary. The conveyor section is pretty basic, but well-placed and a good lead-in to the highly unique boss. This fight was honestly super fun and just the right difficulty, especially with a midpoint directly preceding it. The variation of attack patterns is impressive, and do a good job at making you watch and analyze for the right moments to attack. There's an effective balance between waiting and striking, where the pace of the fight changes just often enough and neither combatant is given too much power. The only things I didn't care for are how sudden some of the attacks are, particularly the stomps and dashes. They're a little weird to work around especially with Link physics, but they're still pretty learnable. Overall, clever level. Unique design, innovative boss.
- This level is really cool! Graphical issues aside (the graphics are all vanilla except the playable and boss, and could have been much better had there been custom grpahics), this level is neat. You use a custom playable in LunaDLL and go through the level. It's well done and the music fits perfectly. I epsecially like the boss - LunaLua is a wrk because you cannot predict what she does, which does make it harder. I really enjoyed this level :)
- This level was a weird one. The custom character was okay, but sometimes her jump was a little glitchy, especially on moving platforms and conveyor belts. I did like the level design and how the level is generally structured. The vanilla graphics used actually looked pretty great. The boss was super neat, although I found it a little easy to get hit by her.
- Nice playable here! This level is very exciting. The player's new powers are utilized well. I like the high jump feature, the moving layers and other things. The level looks kind of ugly though. The graphics aren't too great, and while they aren't the most important aspect in levels, they make a more attractive level. The white sizable with the metroid graphics for example. It's so ugly and full of cut-off. The npc placement is ok. There's no spam or something. I think the boss is strange. I don't know how to defeat it. I assume it's just that long which isn't very good considering all you need to do is dodge attacks. Some power-ups around the boss would be nice. It's a fun level though.
- Try to talk to an NPC. "HHAAANGH" Okay so the custom playable is okay. You get different types of attacks, although the one that makes the character go "HHAAANGH" conflicts with when you want to run at an NPC and talk to them. The level is some sort of dungeon setting. There was an elevator part at one point which spiced things up a bit. The boss was good. It had a pattern and different phases much like bosses you see in real games. The level mixes Super Metroid with Super Mario World and Super Mario Bros. 3 and it looks messy honestly. The custom sprites mix 1x1 pixels with 2x2 pixels which adds to the messy feel. I don't think replacing the Mother Brain explosion effect with small mushroom clouds is a good idea. Overall it's an interesting level.
- Chad (6.0/10)
- A pretty cool airship. I admire the detail and construction, and the half-mechanical nature of it, as well as how well it conveys a feeling of immensity to the level without being too much. It's a pretty straightforward level and uses a nice amount of robotic hazards, but that's also sort of all there is to it. What's here is rather well-made and definitely fun with a fairly moderate difficulty, but it is a tiny bit repetitive. A little variety is introduced such as the occasional moving layer, the switch platform navigating around spikes, and the endurance room, but it's a small amount and every room felt otherwise like the same type of tunnel. The level's certainly not unpleasant by any means, but some ideas are brought to the table and not really fleshed out thoroughly. I also find the endurance room to be unnecessary, as you can avoid everything by staying in between the Roto-discs and moving very slightly left and right to dodge the Rinkas. The second checkpoint doesn't even work, so dying after the second one brought me back to the first which made me have to do that room again, but honestly it's so slow that I turned on speeddemon and it still felt possible (albeit much more difficult). You probably could have just removed Section 3's checkpoint and Section 4 entirely and still had two clean halves of the level.
- This level is really cool! It's an airship level with some pretty neat albiet simplistic layers and events. It's quite simple really, but fun. The music fitted perfectly, and I have no real complaints about the design except the section with the Rinkas and Roto-discs gets a bit repetitive after a whiile. Still, nice job! ^^
- This was pretty neat. It had some relatively simple gimmicks in terms of modern community design, but I found it pretty enjoyable. The survival room was a bit of a mood killer, simply because it lasted so long and it wasn't challenging or fun. The rest of the level was fairly good though. I didn't really have any major complaints other than that, maybe aside from there being a sign when the fire or electricity was being hurt. Overall though, it's a decent one.
- Oh, a spaceship. Nice atmosphere. The level design is good. The lasers and platforms are interesting. The checkpoints are a good addition. The graphics are great. I like how you mix the airship with space factory things. It's like a spaceship and it's very beautiful. I like the great attention to detail. The platforms are very well calculated. They aren't unfair or anything. The ladders are a bit weird with the spikes though. Some parts are cramped. The npc placement is good and so is the variety. I like the lasers. They go very well with this theme. I think it would be better if you put more npcs in some parts. Some parts are a bit empty. The section with the boss ( I don't know if this is a boss) isn't too good. It's just dodging rings for a long time and it's tedious. I like the clouds at the end. Overall it's a good level.
- This is a simple yet visually very detailed inside airship themed level. The design is good for the most part. It's fluid and moderately interesting, except for the the Rinka "boss" near the beginning. That was totally unnecessary. It wasn't challenging in the slightest and it just went on and on. Haha, what's that photo of some random guy about at the end? Is that you?
- Chad (7.5/10)
- I really enjoyed the gimmick of this level. So simple, but has a clever variety of applications. It's explained nice and clear to the player that blue lasers hurt moving things and orange lasers hurt nonmoving things, and both are used effectively. It's tricky, but not too hard to work around. I also like how forgiving the orange lasers are, because I expected them to hurt you if you slowed down and turned around like you often need to, but as long as you're moving even the tiniest bit then you're fine. However, one persistent issue I've found is that it's not always clear where some blue lasers will stop. I might have some solid idea of one stopping point before going into it, but enough focus is required on the changes in terrain and precise movements that it's really easy to lose track of. Powerups are provided in pairs so there's a good chance the player will be fine, but most of the hits I took were from that. Another issue is that the fields of orange lasers result in a lot of lag that could have been reduced if there was a little space between them, because they don't need to take up every single column of an area to get the job done. Still, this was fun. Good design, nice usage and introduction of the gimmick, and fair difficulty.
- A nice and simple level that focuses on an innovative laser based mechanic, with the'Blue' light damaging players that are moving and the 'Orange' light doing the opposite. It's really nice and simple, and fun to play and the puzzles get progressively more challenging as the level goes on. The length is perfect. Only downside is that there is lag when there are lots of lasers on screen, the visuals are bit unappealing and there aren't many BGOs in this level, but they this level has done well for itself. Nice one. :)
- Oh man, Undertale music in the contest, that one was unexpected. I didn't expect to see a gimmick from that game in SMBX though, which was a nice surprise. The gimmick was used fairly creatively too, though I would have liked to see further sections exploring this gimmick further, perhaps on a platform ride or something to spice things up a bit. Overall, what you have is a very good start.
- Well, I saw interesting mechanics. I guess you have used luna. The player gets damage if he moves in the blue laser and the opposite in the orange laser. This gimmick is very nice, and the level is built around it. The level design is good, but it's missing something, like more coins, bgos and npcs. The background is so strange, maybe it has 1x1 pixels? I recommend adding more dynamism in the level and further exploiting of the lasers, because sometimes it becomes repetitive..
- The lasers work really well. However the level seems barren and the SMW enemies don't seem to belong there. Some sort of texture in the tileset would have helped a lot, and also some additional scenery.
- Chad (4.5/10)
- I didn't care for this one all that much. I sort of admire the complexity of the layout, but at the same time, it felt incredibly random. There's obviously some sort of tricky puzzle going on here, but the first area consisted of what felt like a lot of wandering and dead-ends with no sense of direction or objective, and a minor case of difficulty distinguishing background and foreground. Eventually I found myself a springboard and had to backtrack with it so I could throw it up with me as I climbed a vine, but that didn't feel right. The floating platform layers are interesting but there wasn't a clear sense of what position they were supposed to be in, and the wrong one can almost get you stuck. It becomes better once you complete that room because it's much more direct and provides a sense of what direction needs to be traveled, although there's still that lingering sense of awkwardly random design. You have some cool ideas when it comes to line platforms and water levels though, especially when it comes to the more creative uses of Grinders.
- This level is awesome! This is basically a slighly more linear Water Temple which has quite vast expansive design and was overall a bit of a tricky one to solve. The secret star was well hidden, even though having the player warp out of nowhere to the checkpoint is kinda weird. A pipe would make more sense. Length was perfect. The platform ride effects were really cool and the level flowed logically. The beginning was a little confusing though, at least at first.
- I really enjoyed this level. Controlling the water tide wasn't tedious and added some interesting gameplay and I especially liked seeing the immobile mechanisms then later in the level activating them. There are a few minor flaws that I think can hurt this level for someone playing it, such as a weird precise running jump needed at the start and the key being hidden in a green switch. Those were some weird decisions and the first one threw me off for a while. The key was a lucky guess by myself, but I can see people getting stuck there. The end was kinda abrupt too. It's a shame this issues are kinda sucky as it did hurt the level.
- This is an annoying temple level. It's confusing. The level design is good. I like the puzzles and how the water interacts with things, but it's so annoying running back and forth for the water switch and catching the spring-board. It's stressful especially in the first section because it's cramped. Some sort of guidance regarding the correct path and the puzzles would be nice and also some warps between locations that are far apart that you have to run between a lot. The water gimmick is creative, but sometimes the player gets stuck. In the first section when the water raises the platforms it becomes impossible jumping onto them. The npc placement is ok, but the bullet bills and torpedo teds in cramped areas are a problem. The platforms are very creative, but some of them cause glitches. Overall this level has creative ideas, but it's very confusing and annoying.
- This level is influenced by the Water Temple from Ocarina of Time and it's wonderful! The puzzles are simple enough. The ones that would move floating structures along with the water surface barely played a role which I thought was a shame as I liked those. The level looks great as well. Good job!
- Chad (8.0/10)
- This is a super neat idea for a level. It's communicated nicely, the design is kept simple enough that it can be reasonably navigated, and it still gets a little trickier as it goes on without being overkill. It strikes an excellent balance. Sometimes it seemed like there was less vertical space than there was, but other than that it's pretty well done and the appearing coins are a nice touch. The cave section is an interesting variation, too. It probably didn't need the lengthy explanation, as I feel it's pretty self-explanatory, but it's a nice change of pace while keeping with the theme. The boss being a few waves of enemies is a good idea, but I don't think Ludwig Mole was necessary especially with that room's darkness gimmick being introduced very suddenly. Other than that, this is very cool idea and I highly enjoyed it.
- This level is basically a SMW take on Mirror Tower, and it's a pretty nice level. The concept is expanded so it's both vertical and horizontal sections, which is great though I think it's execution would better have been served for a fortress or ghost house as having a visible grassland on one side of the screen and the invisible terrian on the other side looks a bit weird. Just me though. The challenge is fair and very fun if a bit easy at times, however I had issues getting the music for the cave and boss to play as my editor couldn't find them. Might be me though, so no point deductions.
- I actually kinda wish you kept with the initial gimmick. I felt like there's plenty more potential there. The level being covered in darkness and then revealing itself briefly was fine, but the highlight of this level was the initial sections.
- The mirror gimmic is a cool idea, but perhaps better used in only some sections. The level design is good. I like the idea of the divided sections where the other side serves as a guide the player, but it gets cramped sometimes. The cave section has a creative gimmick. The blackout was very well made. The npc placement is good. The boss is only decent though. Overall it's a very different level!
- That's an odd gimmick indeed. I have to say while it can be very disorienting it's executed about as well as imaginable. Maybe the concept just isn't that perfect. The boss room going blank every couple of seconds was totally inexcusable though. That was plain unfair and rendered the boss near impossible.
- Chad (6.5/10)
- A nicely-designed level with a clever mechanical/sky theme. There's a lot of attention to detail and focus on exploration, with good platforming and enemy placements to make it pretty fun. It's rewarding to look around and hunt for secrets, but at the same time, this level has a minor problem with being unclear about whether you're going the right way as well as being a tiny bit repetitive. What you see at the start is what you get by the end. Still, while a clearer sense of direction and variety would have benefitted the level, what's here is still rather good.
- What an accurate name, dood ^^ Either way, this level is well made. Graphics and music are fine (though it gets old) and there is an interesting hybrid of tilesets used, from clouds to airships, all within a pallette. It makes for a good atmosphere. The level itself is well designed, a bit easy and because of that I feel the level is a little too long. If you were o cut out one section each before and after the checkpoint, length would have been perfect :)
- This was a good level, but something about it didn't click with me. It was just going from Point A to Point B in every section, jumping around and avoiding enemies. Like, there wasn't any variety throughout the sections? A lot of the sections felt very samey to me.
- An angry sky level. I like the atmosphere. It's like a polluted factory in the sky. The level design is good, but confusing sometimes. There are maybe a little too many secret things. I like the tileset mix. The tilesets go very well together. The dragon coins were placed well. The graphics choices are good. The factory tileset fused with the clouds is cool and the level is very detailed too. Design-wise though the level is nothing special. The npc placement is good for the most part. I feel that this level needs more power-ups. The end of this level seems random. Overall it's a good level.
- Good name. Describes the level very well. So it looks like some sort of factory... in the sky I think? Some sort of oldschool black-and-white movie filter has been applied to everything. Everything is brown. It's pretty great. The path is not obvious. I had to look for the exit for quite some time. The enemy placement is well thought out. The level looks consistent from the beginning to the end. The SMB1 airship tiles add well to the mix.
- Chad (6.5/10)
- A fascinating level. The new bubble powerup is pretty easy to use and the level difficulty is kept pretty low at first so the player can practice with it. The laser blocks replacing lava are explained subtly but clearly, and are aligned cleverly to test out different maneuvers. Honestly though, I wish the second half would have expanded upon this further. Instead, you have an outdoor section that encourages exploration, but does nothing to reward it. The area's filled with a large number of chasing, projectile-based, unpredictably-moving, or blending-in enemies that just make the section nothing but a mad dash to be anywhere else. This doesn't bode well for the powerup especially, because if you're swimming, you're not outrunning some of that, and not swimming results in blind or careful jumping that you don't have time to perform wisely. It's an interesting challenge, I'll give it that, but I didn't always feel in control of my survival. At least that's just one area of a short level, but that also makes this half of the experience. Still, the powerup was fun to toy around with and useful as a gimmick, and it would have been great to see it put to more thorough use.
- The powerups in this level was awesome, likewise it's setting. I liked the mix of Emral's lab tileset, outer space and Terraria enemies and NPCs. The design was well done and taught me how to use the bubble gimmick, however the chasing AI in the checkpoint section made the level a bit hard. The ending was disappointing, you could have expanded on the gimmick more. This level was too short.
- The gimmick here is super awesome. Albeit a little overpowered, but the level was designed nicely around it, especially that outdoor section with the different paths to progress through. It's a shame the level ended so soon, the new powerup could have seen some further great use by introducing more gimmicks that could compliment it. This level seemed to be more of a tech demo than anything, but I still thought it was pretty cool.
- An exotic level. The use of luna is impressive. It's like space with corruption from terraria. I like it. The level design is ok. The power-up was great and all and was used brilliantly but it got annoying in the section after the checkpoint with the soul eaters and rinka spam. The level is short too. I don't like the npc placement, especially in the third section where it gets spammy. I saw some cut-off in the level. The parallax of the space background is magical and amazing. I want to see more of this in levels. The end seems random. Overall it's an exotic and strange level.
- That is honestly excellent playable design. It works flawlessly and looks amazing, too. The level was short and not too special, though. All you did was swim past obstacles. Some sort of boss fight designed around the new playable would have been cool. More work probably went into the playable instead. It had great potential, though. The planet scripts in the background were a nice touch.