Postby TDK » Sat Jun 02, 2018 7:18 pm
I would like to say that you should have used a music shortener. It takes is simple google search and it's really short & easy to do. Also, many mp3 converter websites have a shortener included, so you don't have an excuse.
Here's my thoughts on the level.
First thing, the goombas are unstompable, which can easily throw off a player. You did mention that most enemies are unstompable (what enemies aren't in this level), but there should have been some sort of indication in the level (such as the goombas wearing spiky helmets). Maybe in the episode, there is one, but not for this level.
The NPC placement were fairly well, and the bats do make avoiding the ground enemies a bit more interesting. I do like how the bats from the lower floor will attack Link in the higher floor, which does reward the player for trying to kill the bats.
Another thing I liked is that the first heart is given to the player but later hearts are kinda out of the way. They're super easy to find, but it does feel like a reward regardless. And there's a nice rupee reward too, which is nice.
The detour to get the key was poorly done. The bat nearby blended with the latern a bit too well, but that could just be me being dumb and not paying attention. However the problem is that you're forced to redo half of the first section again without any changes. You could have placed a few triggers (i.e. invisible axes) around the key to change layout and added a few NPCs a bit so the retread could be less dull. This detour does give the player the impression that the level is going to be more non-linear than it actually ends up being.
There's 2 shortcuts in the level. One of them involves a pipe that puts Link right above a goomba (which is unstompable as I've mentioned). The other one is going above the level's boundary, which I'm not entirely sure if it's intentional but considering the other shortcut and that there's some blocks that are above the boundary makes me think that it is.
The second section first starts with the player avoiding the enemies on small platform which is a nice evolution from the first section, unfortunately there's not much development. You could have used the conveyor belts as an a way to develop this part further for example.
The second hammer bro encounter is a bit easier than the first ones, which could have been changed if the bat was placed closer to the hammer bro so the player had to deal with the hammer bro while avoiding the bat.
Finally, there's a mini gauntlet but it ends as soon as it begins. Which I could say about the second section overall, it does show some promise with its idea but it ends up not doing much with it. When I reached the end, I thought "was that it". Note that I don't mind short levels and they can be best kind of level done right, but this level just suddenly ended which is a shame.
Overall, I thought it was decent.