levls
Posted: Fri Aug 19, 2016 11:47 pm
by FrozenQuills
yay
(chronological order)
(* means requires LunaLua)
Hey Buddy! Get Your Rip Van Fish Off My Keep! (MaGLX2 81st Place)*
WARNING: THIS LEVEL IS LONG AND MAY BE ANNOYING, YMMV
Video: https://youtu.be/pzQvie0gfRU?t=5m50s
DOWNLOAD: https://www.dropbox.com/s/34b6jxfzihx6n ... s.zip?dl=1
Championship Boxing (MaFAB 1st Place)*
still don't really get how i won this but ok
Video: https://youtu.be/5qD4gapp8Hw?t=12m2s
DOWNLOAD: https://www.dropbox.com/s/e4ay8fccwcbxz ... y.zip?dl=1
Another Typical Lava Level (CC11 5th Place)
AKA what every lava level in this community is like, which was so accurate everyone got salty over the placement
Screenshots:

Reviews:
DOWNLOAD: https://www.dropbox.com/s/tltjpzcg5pzh2 ... d.zip?dl=0
Rinkas;Toad Stories (CC12 5th Place)*
AKA knytt stories in smbx
Screenshots:

Reviews:
DOWNLOAD: https://www.dropbox.com/s/w2zhpghd59lj2 ... s.zip?dl=1
(chronological order)
(* means requires LunaLua)
Hey Buddy! Get Your Rip Van Fish Off My Keep! (MaGLX2 81st Place)*
WARNING: THIS LEVEL IS LONG AND MAY BE ANNOYING, YMMV
Video: https://youtu.be/pzQvie0gfRU?t=5m50s
DOWNLOAD: https://www.dropbox.com/s/34b6jxfzihx6n ... s.zip?dl=1
Championship Boxing (MaFAB 1st Place)*
still don't really get how i won this but ok
Video: https://youtu.be/5qD4gapp8Hw?t=12m2s
DOWNLOAD: https://www.dropbox.com/s/e4ay8fccwcbxz ... y.zip?dl=1
Another Typical Lava Level (CC11 5th Place)
AKA what every lava level in this community is like, which was so accurate everyone got salty over the placement
Screenshots:
Spoiler: show



Spoiler: show
5. FrozenQuills - Another Typical Lava Level (8.86/10)
- Bomber57 (9.5/10)
- The name is deceptive, for this level wasn't just a typical lava level. The simplistic, almost vanilla graphics were pleasing to the eye and surprisingly fitting for the level. I wasn't sure you could make standard color ghost house blocks work with a lava level, but you did somehow. The level just felt really good to play. There is an interesting gimmick I haven't seen before where there are platforms attached to Podoboos, so the platform jumps out of the lava with them. This gimmick is used in several creative ways throughout the level. The first section is rather linear but the second half of the level is a large-sized exploration section where you have to find 8 red coins to get the star. I groaned at first because red coin hunts are typically boring and painful, but this was actually fun. Each red coin was in a thoughtful location and nothing felt repetitive. The author was even nice enough to keep track of how many red coins you've collected below the checkpoint, which you'll be crossing several times during the search. Thus you can easily keep track of what ones you have and what ones you don't. This level had challenge to it but it was implemented in a fair way, where you can easily say "I see what I did wrong and I'll try not to do that next time." Oh yeah, and props to the music choice as well.
- I really have to say about this typical lava level... it was awesome! I really like what you did with this little level right here with lava surrounding the area, enemy variety and how you did with the whole attach to layer function since how this was executed was really good and on top of that, it doesn't causes unnecessary deaths after you accidently try to kill an NPC since they are actually modified that you can't kill them by accident. There are also multiple pathways and secrets to discover. There were some areas where you can glitch through the blocks due to narrow placements but oh well. At the midway point you have to collect 8 red coins throughout the same section in order to get a star which end the level off but on top of that there is even an indicator as of which red coin you have collected which to be honest, it's very clever and this makes the red coin challenge more fun than it used to be.
- I disagree with the name. This isn't just a typical lava level, but instead something that is extremely well-made. Despite the volcanic setting, the level is quite modest about its usage of lava, and the ghost house block arrangements make the level feel very mechanical, like it's more of a mine than a cave. I'm impressed with how much more you included in the first section than I would have expected from an area with no vertical scrolling, particularly the intersecting split tunnels and skull raft implementation. The Podoboo platforms are extremely interesting too, and the red coin maze is intensely elaborate without being mind-boggling. The red coin placements are great too, and even try some unique things, like making the player anticipate guiding their fall to the left but letting them try again instantly without punishment when they inevitably miss the first time. If you do die from missing the attempt by mistiming your actions and hitting the lava, it's not too punishing anyway, because the level's two halves are pretty reasonably defined. First half is the outer section, second half is the red coin hunt, and neither one is overly long. Creative use is made of the jumping platforms and springboards in these areas as well, and the difficulty is quite pleasant while providing minor challenge. My only minor issues with this were the first red coin to the left of the checkpoint (it's excessively difficult to anticipate both the timing of the Podoboo platform and Rotodisc) and the narrow lava tunnel on the right side (you clearly expect the player to carefully walk across the platform without jumping, but it doesn't go quite low enough to allow that, so you have to duck-jump perfectly). Otherwise, extremely impressive and fun level. I could really feel the deliberate effort and planning from the designer in every spot, and those little design nuances really contribute to the quality.
- I loved the creativity in this level. There's so many unique elements and it truly shows that you put thought into every aspect of your level. The podoboos attached to the blocks were a great example of this and they were used amazingly. The red coin hunt was also fun and the exploration did no harm to the level. Overall, fantastic job!
- This level used some pretty freshening gimmicks, such as the platforms attached to Podoboos and how you needed the Skull Raft to hit the vine block. The music disturbs me. I don't like it.
I like the blue/red color scheme the blue ground and the red lava make. It would look even better if the yellow spikes were blue. The level is functional and pretty fun to play. The red coins in the final section are cleverly hidden.
Rinkas;Toad Stories (CC12 5th Place)*
AKA knytt stories in smbx
Screenshots:
Spoiler: show



Spoiler: show
5. FrozenQuills - Rinkas;Toad Stories (8.45/10)
- bossedit8 (9.0/10)
- Hey, it's Knytt Stories in SMBX format! You play as Toad, walking and jumping through the level with SMB2 enemies and later on moving landmasses and more spikes for increased difficulty. I love the concept of the ability to walljump after you obtained an item that lets you do that and later on another ability that let's you double jump. A very nice ability in this level that's actually required to get further and to beat it. I find it weird that the red Shy Guys don't fall in this level since usually you have 2 variations of Shy Guys rather than 1. I do like your power up, coin and ace coin placements though. They're very reasonable in this level after you gain the abilities and such. There are 3 checkpoints in this level and one thing, after you obtain the double jump item you have to go back and navigate the previous areas to advance further which I do like. It's a very good sign of a good Knytt Story based level in SMBX. One thing that always gets me is the disability to spinjump in this level since I always thought that Toad has the spinjump ability but this level physically disallows it. There's even a SMW Turn block at the beginning of the level. I'm not sure what's up with that. maybe it's because of where I actually came from into this place? All I can tell is that this single turn block has no real purpose... it's just there. There are some tileplacements in this level that create cutoff since there are no outlines. At the end, I legitimately thought that a randomly placed Rinka would destroy me but no, it's a friendly NPC that can talk for an unknown reason. Overall, a very good Knytt Story based level in SMBX.
- I absolutely adore the virtual blocky design and atmosphere of this level, as well as how well it includes Toad's new wall-jump and double jump abilities and the various ways they're put to the test. It's really fun to plan out each maneuver as well as learn how the double jump makes you approach previous areas differently. The challenge implemented is incredible, with midpoints spaced apart just enough while keeping the level at a reasonable length and rate of difficulty increase. I also really love the moving setup of Section 2, but that area in particular is really hard on the processor. However, I feel as though the new abilities are a little unstable at times. They take some practice and can work well when done just right, but it's really easy to accidentally fall off the wall, get stuck on a wall you didn't intend to, lose your double jump due to a poor sense of what counts and what doesn't during a tricky multi-step maneuver, and such like that. The double jump being added by itself makes the wall jump easier and safer, but I feel like the level didn't need to require overly precise maneuvers, especially above pits. For instance, I would classify the Fire Flower at the upper-right of Section 1 to be overly finicky, but I wouldn't complain about anything else in the whole section. Some places in the final area can also be really difficult in this regard. Still, the layout of the entire level is amazing and has really impressive attention to detail and exact placement of surfaces. The whole challenge is pretty legit if you give it a lot of caution and patience, but I do think a little more room for error would have been helpful.
- This level is really unique. Firstly, it uses unique LunaLua coding that allows for wall and double jumps. It's used really well and helped taught to the player, even though it does get really hard in the last section, with various platform jumps ingeninously to test the skills of the player. The level is split into grass, water and snow areas using a unique graphical style and it's excellent. Excellent job ^^
- This was super neat. You took some fairly simple gimmicks like a double jump and wall jumping (though technically that one is super advanced) and made a level featuring them. I liked returning to the first section after gaining my double jump and seeing what areas I could now access. It had a Metroidvania-esque feel to the level but it still felt like a true Mario level too. Great job!
- The wall jump feature was pretty nice and it was utilized decently. The level was okay. Maybe a bit barren. It was pretty much just ground and enemies. The visuals were extraordinary. Looked like something you could see in a NES game.