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(Harder/Insane) Okiba Magmafall (Updated v1.1)
Posted: Tue Apr 12, 2016 2:59 am
by Alagirez
Re: (Harder/Insane) Okiba Magmafall
Posted: Tue Apr 12, 2016 7:26 am
by Ness-Wednesday
That one night when I saw MECHDRAGON777 play this level, I had a dream with a level with these graphics thus more.
Seriously, this was a beautiful level you made.
The decoration and design is great, I will play this.
Good job Harvey!

Re: (Crazy/Insane) Okiba Magmafall
Posted: Tue Apr 12, 2016 10:03 am
by RoundPiplup
I liked watching this in the Undeground Contest video. Reactions over reading a username and the "that killed the level."
So far what I've seen, the level is nice(very decorated), though just like what you said in the main post, you should tone down those insta kill blocks(not the lava, those "wolf things idk").
Last thing would be to remove the bat right at the end of the level.
Re: (Harder/Insane) Okiba Magmafall
Posted: Tue Apr 12, 2016 10:35 am
by Waddle
Re: (Harder/Insane) Okiba Magmafall
Posted: Tue Apr 12, 2016 1:34 pm
by FanofSMBX
Bugfixed npc-154 without any pink 1x1 pixels:

Also the level looks nice but what gfx did I make?
Re: (Harder/Insane) Okiba Magmafall
Posted: Tue Apr 12, 2016 7:43 pm
by Alagirez
FanofSMBX wrote:Bugfixed npc-154 without any pink 1x1 pixels:

Also the level looks nice but what gfx did I make?
Ohhh thank you for that
sorry i didn't use your GFX, i found the NPCs at SMSE, i was edited some of them
Waddle Derp wrote:<DM's demon level>
Nice visuals
thx
RoundPiplup wrote:I liked watching this in the Undeground Contest video. Reactions over reading a username and the "that killed the level."
So far what I've seen, the level is nice(very decorated), though just like what you said in the main post, you should tone down those insta kill blocks(not the lava, those "wolf things idk").
Last thing would be to remove the bat right at the end of the level.
Thank you for the nice comment! i will remove the bat later.
Ness-Wednesday wrote:That one night when I saw MECHDRAGON777 play this level, I had a dream with a level with these graphics thus more.
Seriously, this was a beautiful level you made.
The decoration and design is great, I will play this.
Good job Harvey!

Ohhhh O_O
Thank you for the nice words

--------------------------------------------------------------
The update will come tomorrow, i still need to fix the NPC placements and remove some cut-offs. Edit : done.
Okiba Magmafall UPDATED
Posted: Wed Jun 15, 2016 10:50 pm
by Alagirez
Level updated. The updated version requires lunalua to play.
Here
Re: (Harder/Insane) Okiba Magmafall (Updated v1.1)
Posted: Fri Jun 17, 2016 3:32 pm
by Lighthouse01
i will remove the bat later
(Link retracted)
Re: (Harder/Insane) Okiba Magmafall (Updated v1.1)
Posted: Fri Jun 17, 2016 3:37 pm
by PixelPest
Lighthouse01 wrote:i will remove the bat later
(Link retracted)
Don't make posts like this. Keep outside links in your signature (don't advertise your things in others' threads) and stay on topic. This is not the right place to be posting things like this
Re: (Harder/Insane) Okiba Magmafall (Updated v1.1)
Posted: Sat Jun 25, 2016 3:23 pm
by PixelPest
Review of Okiba Magmafall
Level Design and Gameplay (weighed 70%): 5.2/10
This level had some interesting elements to it, however I personally didn't find it much fun to play. Although it doesn't have much backtracking, the level seems too long for what it has to offer, which isn't much. The gimmicks used are very shallow, unintuitive, and overused. The insta-kill blocks aren't placed in a very challenging way and are easily avoidable, seeming kind of pointless. The moving platforms move just way too slowly when there are very few obstacles to avoid, as well as the Skull Rafts. One major issue I had with this level was the springboards in cramped areas. Compared to the rest of the level, these areas really spiked in difficulty and seemed a bit unfair. Coin placement also wasn't great, as most of the coins were just clumped together in bunches rather than being spread out more as they should have been. This level's biggest issue was the number of ideas it tried to squeeze in. There were some NPCs that were seen very few times and a great variety of them which was unneeded. I really expected this level to be much longer due to the sheer number of gimmicks it throws at the player and then leaves behind. A lot of the gimmicks had some potential but were used to briefly in a simple, unintuitive manner. The overall layout of the level is quite good though since it does seem kind of adventurous.
Graphics and Sounds (weighed 30%): 5.6/10
Overall, the graphics for this level were pretty good, although it was almost on the side of being over-worked due to the sheer amount of red and yellow covering the screen, especially the seemingly ongoing fight between BGO lava and the lava from the background. For a volcano though, some graphical choices were bad, such as the hills and plants. I think this level would be much more solid if there were no hills or plants inside. It would help develop the atmosphere better (which they now tae away from) in addition to other things. The graphics for the insta-kill blocks were also very poorly done in my opinion. The shading for the spikes needs a lot of work and the outline doesn't go all of the way around, which doesn't look too good. I also don't agree with the music choice for a volcano at all. It was way to joyful, bright, and upbeat for the atmosphere being developed, including the black and purple gas clouds, the red and dark brown rock, and the large amounts of boiling lava.
Overall: 5.32/10 (Average)