(SVLC 2016 1st Place, Easy/Medium) Woodfall Breeze (Now with low detail)
Posted: Thu Apr 28, 2016 7:54 pm
by Alagirez
This is a complex designned wood or sky level that shouldn't win IMO because it has switch gimmicks and stuff.
Personal note : This level is better Than Daredevil Chillycloud
Also i'm still can't believe that i won :O
Reviews
1. Animal Jam Rocks (Camacho) - Woodfall Breeze - 8.23
Download Click Here
Low Detail Version
Remake Version? Its scrapped now go cry
woah Animal Jam reference
Personal note : This level is better Than Daredevil Chillycloud
Also i'm still can't believe that i won :O
Spoiler: show
Outdated screens, don't complain about the cloud spam because i already fixed it. Download the low detail version if you don't trust me.




1. Animal Jam Rocks (Camacho) - Woodfall Breeze - 8.23
Spoiler: show
Bossedit8 - 8.75
I like that level. Woods in the sky with a decent amount of moving platform variety going on. Enemies were alrightly placed throughout the level and the power up placements, were a bit too many (for 2 players it would of been far more suitable for sure) but it wasn't too bad either. About the concept, pressing switches to let red blocks disappear, was ok then a random spiderweb appeared, acting as instant warps to another spiderweb... pretty weird I must say for a sky level haha. There's a secret star aswell if you backtrack to that one point after you pressed the switch... wasn't too bad at least since you even get a Tanooki Suit by that. At the end, the star is for you after being at the wooden clouds with random spiderwebs acting as teleporters and moving wooden platforms on lines or no lines aswell.
Wraith Adamknight - 8.20
I liked what this level did with the “spider portals.” It really helped reduce the amount of time wasted running back and forth. I can foresee this becoming a staple in designing, should it be as well received as I wish it to be. This still doesn’t take away the fact this level was constructed with artificial extensions. Meaning, you are intentionally keeping the player from going forward just to waste their time.
I recommend adding in an entirely separate side-path in order to help the fact the level is so linear. Outside of this, I really don’t have any other suggestions.
Zipper - 8.70
Oooooh, that fresh new sky feeling. I do like how this level was structured. Bizarre wood buildings hanging in the sky, tied by thin ropes. It's a treat to carefully traverse from island to island, while being very careful to avoid the huge pits scattered throughout. The level has a focus on tight and sometimes very dangerous jumps, and it shows right from the start with 1-block platforms laid in front of you. Overall, I found platform placement done extremely well. Hanging blocks that are spread apart well, moving platforms that circle around in a difficult but acceptable pattern, koopa-troopas spaced between jumps. I'm also glad you provided portals that return you to the point you went into a split path from, really saves time and risk that could otherwise be troublesome. The ice flower was a godsend here, being able to create platforms out of enemies, and taking out more dangerous enemies like buzzy beetles and munchers. The music blocks were a nice touch as well. If there's one thing I'd like to point out, it's that a more dynamic level would've taken this level from great to godlike. Some moving platforms, some more lifts and you got a flawless formula going.
Chad - 6.70
This is a great visual style for a level! It's a very elaborate and polished form of SMB3 athletic that's actually pretty creative. The gameplay is solid and makes clever use of pipes, switches, line platforms, moving layers, and a unique warp system. It takes you in all directions to give a feeling of exploration as well. It ran on a bit long and sort of repeated the same stuff after a while, and interactions are mostly standard, but it's pretty well-made and I had a good time with it.
ElTipsta - 9.00
A really impressive sky level. The amount of depth present in the visual design is impressive. Not many custom graphic levels use the wood blocks in such a way. It's clear you put a lot of work into this and it shows. The design itself is also grand, the portals were very creative idea in terms of the execution. I hope this level does well, I have no issues with it.
I like that level. Woods in the sky with a decent amount of moving platform variety going on. Enemies were alrightly placed throughout the level and the power up placements, were a bit too many (for 2 players it would of been far more suitable for sure) but it wasn't too bad either. About the concept, pressing switches to let red blocks disappear, was ok then a random spiderweb appeared, acting as instant warps to another spiderweb... pretty weird I must say for a sky level haha. There's a secret star aswell if you backtrack to that one point after you pressed the switch... wasn't too bad at least since you even get a Tanooki Suit by that. At the end, the star is for you after being at the wooden clouds with random spiderwebs acting as teleporters and moving wooden platforms on lines or no lines aswell.
Wraith Adamknight - 8.20
I liked what this level did with the “spider portals.” It really helped reduce the amount of time wasted running back and forth. I can foresee this becoming a staple in designing, should it be as well received as I wish it to be. This still doesn’t take away the fact this level was constructed with artificial extensions. Meaning, you are intentionally keeping the player from going forward just to waste their time.
I recommend adding in an entirely separate side-path in order to help the fact the level is so linear. Outside of this, I really don’t have any other suggestions.
Zipper - 8.70
Oooooh, that fresh new sky feeling. I do like how this level was structured. Bizarre wood buildings hanging in the sky, tied by thin ropes. It's a treat to carefully traverse from island to island, while being very careful to avoid the huge pits scattered throughout. The level has a focus on tight and sometimes very dangerous jumps, and it shows right from the start with 1-block platforms laid in front of you. Overall, I found platform placement done extremely well. Hanging blocks that are spread apart well, moving platforms that circle around in a difficult but acceptable pattern, koopa-troopas spaced between jumps. I'm also glad you provided portals that return you to the point you went into a split path from, really saves time and risk that could otherwise be troublesome. The ice flower was a godsend here, being able to create platforms out of enemies, and taking out more dangerous enemies like buzzy beetles and munchers. The music blocks were a nice touch as well. If there's one thing I'd like to point out, it's that a more dynamic level would've taken this level from great to godlike. Some moving platforms, some more lifts and you got a flawless formula going.
Chad - 6.70
This is a great visual style for a level! It's a very elaborate and polished form of SMB3 athletic that's actually pretty creative. The gameplay is solid and makes clever use of pipes, switches, line platforms, moving layers, and a unique warp system. It takes you in all directions to give a feeling of exploration as well. It ran on a bit long and sort of repeated the same stuff after a while, and interactions are mostly standard, but it's pretty well-made and I had a good time with it.
ElTipsta - 9.00
A really impressive sky level. The amount of depth present in the visual design is impressive. Not many custom graphic levels use the wood blocks in such a way. It's clear you put a lot of work into this and it shows. The design itself is also grand, the portals were very creative idea in terms of the execution. I hope this level does well, I have no issues with it.
Low Detail Version
Remake Version? Its scrapped now go cry
woah Animal Jam reference