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Spoiler: show
Bossedit8 - 7.50
Castle, forest, overworld, sky, overworld, forest, underwater and at last, overworld without a star at the end, only a SMB3 roulette card as an exit. The level itself was alright and such but certain moving layers can be troublesome like certain glitches can happen by running into the moving layer areas while it's going down from a regular layer. Design of the level is pretty cool with the whole decorations and such and also the exploration of it. Enemy and power up placements were alright but I was a little confused about the gameplay mechanics at first but it went alright later on after dealing switches and such since at least the level itself indicates you with coins as of where you have to go next. Variety of this level is nice aswell.
Wraith Adamknight - 7.43
It is a shame you submitted late, otherwise you would’ve gotten pretty high up. Overall, this was a neat little level, but I feel the “order” of atmospheres should’ve been reserved. This was, the level ends in a castle instead of as a typical SMB3 ending. My only real quirk is the fact your even strings are designed not to be innovative or interesting, but time consuming and boring. I recommend the former over the latter, but that’s just my crazy idea.
Zipper - 7.50
I like what's being done here atmospherically. Giving the foreground a common theme (grass tiles) and using other blocks/backgrounds that match it to give different feelings for different areas while still keeping the art consistent. As for the level design, I want to get this out of my chest first: Those tiny pipes can go straight to hell. Trying to dodge giant crushers is a challenge. Trying to dodge tiny crushers that can surprise you, or just straight up give you the middle finger and kill you for not being tsundere enough, is just not fun. They're easily the worst obstacle choice in the level. One other thing that rubbed me the wrong way was the falling/rising platforms in section 9. They're not very easy to predict, seeing as they can be at ANY position when you reach them, and you need to come to a dead halt and observe before doing a stupid jump. I don't have any other issues with the design, other than the underwater path feeling a bit slow. The obstacles changed alongside the environment, so it always felt new and almost never boring. It's just the few tidbits I mentioned that really hurt it.
Chad - 7.50
Pretty enjoyable level. I really liked the grass/castle hybrid you started with and I think it would have been cool if you made a full level out of that, but it still did well as a general tour of detailed applications of normal SMB3 themes. The moving layer usage is excellent and creates intriguing challenge, with all of them serving the level well except for Section 9's early trio, because they don't convey themselves very promptly. Still, both the layer functionality and the general attention to detail and complication in the design itself really make the level an engaging and interesting run. The Muncher-walk section is also welcomed, being somewhat of a break from the norm as well as arranging it uniquely, although that warp into the line of Goombas was unnecessary. The underwater section has an especially cool degree of intricacy, too. Rather fun and well-made.
ElTipsta - 9.00
The amount of variety and complexirty of the design in this level is impressive. There's a fortress section, a sky section, an underwater section, moving layers and switches (NO switch blocks), and it's a very cohesive level here. No real issues with the design to note, but it's clear a lot of effort was put into this, as can be seen by the amount of tilesets used and where they were placed. Really nice job with this one.
Castle, forest, overworld, sky, overworld, forest, underwater and at last, overworld without a star at the end, only a SMB3 roulette card as an exit. The level itself was alright and such but certain moving layers can be troublesome like certain glitches can happen by running into the moving layer areas while it's going down from a regular layer. Design of the level is pretty cool with the whole decorations and such and also the exploration of it. Enemy and power up placements were alright but I was a little confused about the gameplay mechanics at first but it went alright later on after dealing switches and such since at least the level itself indicates you with coins as of where you have to go next. Variety of this level is nice aswell.
Wraith Adamknight - 7.43
It is a shame you submitted late, otherwise you would’ve gotten pretty high up. Overall, this was a neat little level, but I feel the “order” of atmospheres should’ve been reserved. This was, the level ends in a castle instead of as a typical SMB3 ending. My only real quirk is the fact your even strings are designed not to be innovative or interesting, but time consuming and boring. I recommend the former over the latter, but that’s just my crazy idea.
Zipper - 7.50
I like what's being done here atmospherically. Giving the foreground a common theme (grass tiles) and using other blocks/backgrounds that match it to give different feelings for different areas while still keeping the art consistent. As for the level design, I want to get this out of my chest first: Those tiny pipes can go straight to hell. Trying to dodge giant crushers is a challenge. Trying to dodge tiny crushers that can surprise you, or just straight up give you the middle finger and kill you for not being tsundere enough, is just not fun. They're easily the worst obstacle choice in the level. One other thing that rubbed me the wrong way was the falling/rising platforms in section 9. They're not very easy to predict, seeing as they can be at ANY position when you reach them, and you need to come to a dead halt and observe before doing a stupid jump. I don't have any other issues with the design, other than the underwater path feeling a bit slow. The obstacles changed alongside the environment, so it always felt new and almost never boring. It's just the few tidbits I mentioned that really hurt it.
Chad - 7.50
Pretty enjoyable level. I really liked the grass/castle hybrid you started with and I think it would have been cool if you made a full level out of that, but it still did well as a general tour of detailed applications of normal SMB3 themes. The moving layer usage is excellent and creates intriguing challenge, with all of them serving the level well except for Section 9's early trio, because they don't convey themselves very promptly. Still, both the layer functionality and the general attention to detail and complication in the design itself really make the level an engaging and interesting run. The Muncher-walk section is also welcomed, being somewhat of a break from the norm as well as arranging it uniquely, although that warp into the line of Goombas was unnecessary. The underwater section has an especially cool degree of intricacy, too. Rather fun and well-made.
ElTipsta - 9.00
The amount of variety and complexirty of the design in this level is impressive. There's a fortress section, a sky section, an underwater section, moving layers and switches (NO switch blocks), and it's a very cohesive level here. No real issues with the design to note, but it's clear a lot of effort was put into this, as can be seen by the amount of tilesets used and where they were placed. Really nice job with this one.








