mfw recolouring by hand instead of by lua color overlay
I'm gonna review this like if it was an extravaganza entry. Just as a teaser or something idk. With more words and images though, so you know in detail why if this were part of the extravaganza, it'd be my least favourite.
Disrespecting the player - the level.
Seriously though I thought "trying to work against the player" was more an attribute people associated with kaizo levels, but I guess layers and events are useful for that, too.
It's hard to me to pin down the theme of the level as anything but that, but its main mechanic, the boo taxi, is about as uncomfortable to use as in any other level featuring it. Jumping on it to make it go up is cumbersome with the boo often deciding to sink even lower and the challenges presented around it boil down to "stand to make it sink" or "jump to make it go up". I think this type of transportation would be a bit more interesting if it were constructed in a way the USS Suboptimal was, with one layer of floor above the boo and one below it to allow for better steering.
The platforming sections of this level don't have much to offer in terms of progression or increase in challenge. Nothing is ever really properly introduced and the downwards section to the skull switch is the most exciting part of gameplay in the entire level since it feels faster and weaving through these corridors was fun.
The level could've stopped here and call itself a generic romp that will be forgotten in no time, but it decided to instead insult the player in several ways. Screen turning black for three seconds aside, lets go through them one by one.
Blockades
[rimg]
http://i.imgur.com/ITFLytl.png[/rimg]
Hm I wonder if I should go left or up. Nothing in the level guides me either way. I guess I'll go up because that might be the secret route.
[rimg]
http://i.imgur.com/cUpuBF0.png[/rimg]
Oh. As far as I can tell this only exists so that a sign in the level can call the player a doofus for going the wrong way. Wrong. They were going the only way provided.
[rimg]
http://i.imgur.com/OG5tx4w.png[/rimg]
Here's another blockage that only exists because the level wanted to feel nonlinear while having only one path of progression. Seriously, what's the issue with linearly chaining sections together if this is the excuse to do otherwise?
Random shit appearing for no reason
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http://i.imgur.com/Wr5HAxy.png[/rimg]
Jumping over the lake this boo appeared and took my powerup. Obstacles should be telegraphed.
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http://i.imgur.com/qA7xoCB.png[/rimg]
This landmass just kinda appeared as I stepped closer to it. I legitimately thought I was in a dead end until that event happened for seemingly no reason. Same feelings go for the other landmass earlier in the level that disappeared and then reappeared for no reason.
Exciting secret exits
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http://i.imgur.com/i2g5xq1.png[/rimg]
That's not how you make a fun secret exit. It drags attention away from progressing through the level and shifts it towards hunting for collectibles. Dragon coins serve much better as an alternate solution to an obstacle with added reward.
I attribute many of these to the attempt of having a spooky atmosphere but I just felt cheated while playing the level.
Aside from those complaints here are some minor graphical things you should know about which I didn't account for in my scoring though:
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http://i.imgur.com/1mCnQ1v.png[/rimg][rimg]
http://i.imgur.com/HWQPEqB.png[/rimg]
First one is quite hard to spot.
Also what's with these munchers?
[rimg]
http://i.imgur.com/QkvpQxi.png[/rimg]
Design: 18/50
Creativity: 13/30
Aesthetics: 6/20
Total: 37/100