Spring Kingdom

Levels that have good quality and are worth playing.
mochila
Dolphin
Dolphin
Posts: 87
Joined: Sat Feb 08, 2014 1:52 am

Spring Kingdom

Postby mochila » Sat May 17, 2014 3:01 am

Hi guys I made a new custom tileset and a level with it so I call it Spring Kingdom
I suddenly got the inspiration of the tileset in Spring Mans Level so I made it!
Some of the tileset are rip in the real tileset!
Here are some screenshots!
Spoiler: show
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DL
http://www.mediafire.com/download/pea7b ... ingdom.rar

bossedit8
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Joined: Fri Dec 20, 2013 12:35 pm
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Re: Spring Kingdom

Postby bossedit8 » Sun May 25, 2014 2:52 am



Original Link: http://www.youtube.com/watch?v=cjvfnNb0xdk

Level was difficult by collecting everything... yeah.

Axiom
Foo
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Joined: Tue Dec 24, 2013 2:23 pm

Re: Spring Kingdom

Postby Axiom » Mon Aug 04, 2014 12:43 pm

Review - Spring Kingdom

Wow this tilesets gorgeous, anyways this is the second sonic/mario mix level I've played this year which is not a bad thing, I'm a huge sonic fan so you may have just scored yourself some bonus points ;)

Starting the level up I was immediately greeted with spiny eggs, a koopa and the spitfire pirahnas. Not cool, that could mean immediate death and frustration for the player.
Sadly though, I found a flaw
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If you destroy these "spring boards" (which btw dont have a proper death effect), it's impossible to get out thus we have to restart the level again. Also, I got sooo many 5 ups from them it's not even funny :P
This little puzzle platformer in general is kind of unfair, there's no indication. At the very least add a sort of outline to them.
And then in the next section, I was greeted with ring rinkas (ringas huheuhue) again, very bad design choice. I had no power up and thought they were collectable but of course they weren't :))))

I enjoyed the next section quite a bit, felt like I bouncing around in casino zone again. After this though, I saw more of the same poor design choices: putting enemies near an exit pipe/half way. I know you're probably trying to make the level more difficult but this is one of those cases where I'd sacrifice difficulty for practical design. Most players will get frustrated by this and that can really bring down the score.

And then..the platform ride.
This is the second I've seen where someone doesn't bother to change the rope lines to white. It's essential the player knows where they're going so they can predict and not get killed. Which I did and I learned that your half way point is broken for some reason.

And then the bosses..which btw are missing death effects
Seriously, this isn't boss rush we don't need bosses one after another. At least there were only two..lord


Atmosphere: it certainly felt right, the starry background and sonic music and tileset all went well together. I liked it alot. 9/10

Gameplay: it played good, but there were alot of bad design choices. most of which i documented well in the main review. 6/10

NPC Placement: npcs were plentiful but for gods sakes please give us more than 1 fire flower? ;-; 8/10

Graphics: tileset was amazing and colorful (i may have to use it ;) ) but alot of death effects were missing. 8/10

Overall Score: 7.75/10 a good level with alot of poor design choices that prevented it from being the amazing level it could be. fix these and i will gladly re-review :)


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