Enjl wrote: ↑Sun Jul 12, 2020 2:50 am
I think what they mean is just that half the people submitted levels that have coherent ideas they develop throughout the level (one of the expectations for slam submissions and an easy way to make a level coherent in general). What I'm mostly wondering at this point is what other kinds of good levels cato expected to see more of.
The way I think about SLAM levels is that they consist of theming, gimmicks throughout the level, with the use of devkit blocks to make setups. Of course, Lua scripts are also used. They would have standard 3-star coins and vertical/horizontal only sections.
With the said, besides from the first few levels people submitted, my level, that Uno level, that Snake level and the Geometry Dash level, I think all others are remotely close to being a SLAM level.
They are really good levels, at least when I played those, which itself put others at a lower spot. The non-SLAM levels are in one level, while SLAM levels are above the previous level. To be honest, I would expect levels that really have a good design like those you find in high-tiers back in the community contests.
It kinda makes the contest looks like a SLAM level contest as people resorted to following the trend of making shiny well-crafted SLAM levels like those good ones in Mario Maker 2. If I were to participate in any future contests, I would've used the gimmicks to fill the bottomless level rather than carefully placing blocks for the aesthetics.