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Chuck Caverns (CC12 47th Place)

Posted: Fri Mar 04, 2016 4:07 pm
by Sewpah
Now that my level got a position, what better time for me than this could I post this level? The name explains what the level is about. I make level names that are explicit to the theme most of the time. If not, then there are Chucks in a generic cave, right? But there is one that stands out from the others.

Oh, and I added the "Optional" text just in case that the part where you have to bounce on the Chuck to avoid a sea of munchers is too hard for you.
Credits to BMatSantos for the edited SMB3 font.

Reviews:
Spoiler: show
47. Sewpah - Chuck Caverns (5.64/10)

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.


ElTipsta (6.5/10)

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


Quill (5.9/10)
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.


Shinbison-Kof (5.8/10)
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.


Valtteri (5.0/10)
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.
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