
After much anticipation I'm very happy to announce the results to the No Soup Contest. We had 15 submissions, which I'd say is a great turnout for running my first contest in ages. Special thanks to my judges for putting time in as well, thanks to the entrants for competing, and to all of you watching from a distance as this contest comes to a close.
Without further ado, here are your results for the Spring contest in the seasonal contest run, No Soup!
Note: Be sure to look at individual judge reviews to see if you earned any medals from any judges.
15th Place - Ice Strucker by elijahplayer - 1.55/10
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The Thwomp King - 1.05/10
MECHDRAGON777 - 2.09/10
Ness-Wednesday - 1.6/10
MegaDood - 1.46/10
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There was definitely some soup in this kitchen; generic snow level with no personality besides some burts. Music didn't work for the first section either for some reason. But yeah it was flat, boring, and had very little to bring. Burt the Bashful for some reason screamed like Peach every time he was hurt which was wacky too. Yeah this just isn't it.
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This Snow level just feels like a flat plain with a random assortment of enemies with the only real obsticals are the King Bills going verticaly. The Checkpoints giving Leafs is also a tad unorthadox and feel like they make the level even easier than need be.
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There’s not a lot happening in this level. You run through an empty field of enemies and fight two bosses that play weird sounds. My recommendation is to experiment more with your enemies. Find different ways players can avoid them, or how they interact with each other. The level's theme is also one commonly found in the NSMB titles. Try finding ways you can twist your level's theme to help it stand out.
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This level was very confusing, I can't quite say I understand it, but I can say it was a level. There was no direction, and no real challenge or central idea. The theme did not comply with the contest unfortunately, so I have to critique that too. Probably you should try and utilise one or two central things and experiement with it.
14th Place - boss by wyldstrykr - 1.90/10
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The Thwomp King - 0/10
MECHDRAGON777 - 0/10
Ness-Wednesday - 3.825
MegaDood - 3.772/10
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I was super confused with this level. I have zero clue who this rabbit guy is, but the first section trying to jump over the castle wall was unnecessary. Throw in that the Bowser fight was a brutal bullet hell fight just overall threw me off on what this level was trying to do at all. I will give credit that the Bowser fight did have variety to it with his attacks and such. Throw in that the visuals are from an SMW forest and Castle tiles, and this level was a huge disappointment for me. Apologies on the rude review, but I just didn't enjoy this.
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This is an amusing boss on paper. The fight peaks when you boost yourself over lightning and Larry's Magic Beams. The learning curve is decent, but unfortunately the fight demands too much luck. I think the best way to reduce the luck is by adding warnings before the attacks. It’s unfun getting punished unbeknownst to npcs spawning on top of you. The boss also breaks after taking too many hits from a held npc. I want to enjoy this, but the over reliance on luck and technical bugs need tweaking.
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This was a very interesting kind of boss fight that I wouldn't have expected to work so well. It made good use of kloanoa and the abilities you have, and the fight had a good variety of attacks to keep you on your toes. Concept wise, it's a fairly standard boss fight with a fun way of fighting, but there wasn't much of a level theme that was followed. I did some bugs, for example you could softlock by killing bowser with other npcs, and some errors appeared sometimes. Overall, nice solid boss.
13th Place - Cold Night Swimming by vitzie629 - 2.08/10
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The Thwomp King - 1.99/10
MECHDRAGON777 - 3.014
Ness-Wednesday - 2.2/10
MegaDood - 1.125/10
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It's a fairly straight forward SMB1 level. I had to dock for the theming being Soupish for the mixed water and snow themes being played straight. Otherwise the level does play well, but doesn't stick out too too much either. Not too much to say unfortunately.
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While the level is mostly straight forward, it feels like the design was a bit more rushed as it feels like it ends quite suddenly. Also, while I congratulate you on the merging of two differnt themes being water and ice, I cannot help but feel like I have played a level in New Super Mario Brothers Wii with this exact same combination of themes.
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There's nothing wrong with a fun romp, but the level plays similarly to one you'd find in New Super Mario Bros. Wii. Only difference is there aren't any secrets and no enemies force the player to make decisions. Also, snow shouldn't be slippery. Try experimenting with your enemies and think outside of what you see in a typical Mario platformer. Find what inspires you!
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This level didn't follow the contest theme, as it was a pretty generic snowy romp which didn't know if it wanted to be a water or a land level. I felt the level design was uninspired and empty, with sparse enemies that really didn't add anything to the gameplay. My biggest gripe if the level felt as though it was rewarding the player for NOT engaging with anything, you could just swim over all the enemies and still get a powerup. Unfortunately I did not enjoy this one.
12th Place - Clawgrip's Crazy Toybox by Dr Wally - 3.47/10
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The Thwomp King - 3.05
MECHDRAGON777 - 1.58/10
Ness-Wednesday - 5.25/10
MegaDood - 4/10
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I enjoy the concept of a toybox, and having it be primarily using SMB2 assets is fun as well. Having beat blocks as a primary gimmick added to the fun with the toy concept. Sadly was a little too much repetition and waiting around, and the level definitely dragged on after a while. Power-up distribution was also too conservative for the length of this level and the there seems to be issues with the song that was meant to be used for this level, so i didn't get to hear it. Overall I do think there's a good level here, but some reworking to make more concise and less tedious needs to be done.
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While the level was interesting, the biggest flaws are that the level was too focused around trying to be generous with the beat-blocks which has a negative effect of having the player getting bored from having to wait for a switch being longer than necessary. The music is also a tad broken to the point that it does not even work on my music player, let alone Super Mario Brothers X.
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Not sure why the music is an m3u file. Always double check your music files before submitting. Anyway, the sidesteppers riding shy guys and protruding lego tiles are cute touches. The waiting time per beats is too long. The vase should be behind Clawgrip as you can stand in front of him and easily defeat him, but the idea is neat. The first star coin section works better as a bonus room and the third star coin requires a blind jump. The level also lacks powerups for its length.
Medal - Crabbiest Level
Medal - Crabbiest Level

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Firstly, the idea was nice as well as some ideas, the enemy stacks and theming was on point. However, I felt the level was rather unfocused with many gimmicks that either were not utilised well or were used twice and then discarded. There was some waiting involved just to get through some parts due to the timed beep blocks, and death was also quite brutal due to only 2 checkpoints. I think some gimmicks worked well, like the springs and the P-Switch blocks, and those honestly could have just been their own level. I think focusing and expanding on just 2 or 3 things and shortening the level length would have been the way to go.
11th Place - Disco Rock by Superiorstar - 5.54/10
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The Thwomp King - 4.2/10
MECHDRAGON777 - 4.29/10
Ness-Wednesday - 6.5/10
MegaDood - 7.18/10
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It lives up to the name with the level having a huge party. That being said though this level was very overwhelming; while I enjoyed the concept and the ideas with it, there was just too much going that added to the confusion. Despite the intent of this level being stated in the level itself, I do think it overstayed its welcome by the time I finished it. There was goods stuff here at least.
Medal - Most Chaotic
Medal - Most Chaotic

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This level was more on the awkward side with the super-steep slopes being just a-jar and causing finicky behavior. The difficulty and visibility levels were all over the place with one section inside a cave being beyond hard compared to the surounding areas. Also, the cow's speed demon request for the star seems one sided as I felt like I was taking my time too much and still got the star. Unsure if it is the text not being accurate, or if it was just flair. While not a mark towards the level's overall metric, the excessive swearing in the victory room is WAY over the top and feels like it was not meant for the assumed target audiance.
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From the upbeat music to the colorful visuals and npcs, this level oozes with charm. I appreciate a level centered around steep slopes, which are surprisingly underutilized. Sadly, the first half of the level dampens the overall experience. It's confusing to find the correct path and so many elements ambush you at every screen. The spikes in the first half are unnecessary. I love the funkiness in the second half. Some of the sections are a bit cramped, though.
Medal- Funkiest Level
Medal- Funkiest Level

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This level and I connected on a spiritual level, like man I get this one. The concept and flavour was one of the most unique SMBX experiences I've had in a long time, due to how strange and unorthordox the design was. Speaking of which, I have to critique that. There were parts that were simply too difficult out of nowhere, spikes blended in too well with the foreground and things were just placed everywhere. There was a lack of checkpoints too. I understand the design was going for something different, and I think in terms of everything but execution it excelled.
Medal - Trippiest Level
Medal - Trippiest Level

10th Place - Countdown Metros by Retro - 6.24/10
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The Thwomp King - 7.25
MECHDRAGON777 - 5.55/10
Ness-Wednesday - 6/10
MegaDood - 6.15/10
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A very concise and effective level. The visual presentation was well done with the city theming, and I loved a lot of the bgos included in this, The gimmick was decently executed, and it created an overall great level. I honestly wanted more when the level ended though; the gimmick while nice failed to meet it's full potential as the final sections were missing the tension needed to create a fulfilling challenge.
Medal - Most Visually Pleasing
Medal - Most Visually Pleasing

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An Interesting idea like that has good thought put into it, but the difficulty is all over the place. The level starts off with a good tutorial and then suddenly throws three multi-fire plants at the player and then just feels like a romp for the rest of the level that can easily be breezed through.
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Good concept, but the level plays it safe with its execution. I like the setups where you have to rush to get the first powerup and the ones involving Paratroopas and Jumping Fire Piranha Plants. It's a shame the enemy selection narrows down to only Koopas after the first checkpoint. My suggestion is to find ways to mix Chucks and Jumping Fire Piranha Plants more with the countdown platforms.
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Man, this level theme was made for this contest. I loved the use of the tileset along with the music and the background. Level design wise, it felt nice that it was focusing on a single thing, but it never did a whole lot. It tried having enemies jumping on them, but most of the time they were either out of the way or the countdown number was too lenient. I also noticed a lot of empty space jumping between platforms, maybe some parakoopas or something else could have spiced it up?
9th Place - Link's Inside Story by WinterSweater - 6.99/10
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The Thwomp King - 5.5/10
MECHDRAGON777 - 6.08/10
Ness-Wednesday - 9.4/10
MegaDood - 7/10
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I hope Link is gonna be okay. Seemed like his heart was beating, but I could be wrong on his current state. Hopefully Malon helps him out. For real though I like the concept and the level was fairly fun to traverse. I do wish we got a bit more out of it as the level came and went very quickly.
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This level was disturbing in more ways than one and played very heavily against my sanity and comfort levels. The star coins were not set up with their IDs correctly making all three treat as collecting them all. While the level is beyond short, the final room is ungodly difficult compared to the rest of the otherwise easy level.
Medal - Most Vomit Inducing
Medal - Most Vomit Inducing

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Well, the level title wasn't kidding. It is indeed Link's inside story! A short level, but the careful platforming makes up for it. I like the mix of Zelda and vanilla tiles used throughout the level. The creativity is oustandingly admireable when you reach Link's heart. Using the beat sound as a heart pump? *Chef's kiss* The single Walking Rinka Block after exiting the first pipe is just... there. The SM64 Snow Mountain theme at the opening section doesn't fit the 8-bit aesthetics.
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What a strange level, not in a bad way! It was really cool to see the different body parts and the things represented in SMBX. (The beat blocks meaking up the heart beat was my favorite). I felt as though apart from being inside Link there wasn't much being done with the idea, you had some enemies at the start and a part where you needed to spinjump and swim but that's about it. I wish it was longer too, it was a bit of a shame that I didn't get to enter some of the other organs. Overall, fascinating level!
Medal - Most Vore
Medal - Most Vore

8th Place - Linear Junction by deice - 7.77/10
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The Thwomp King - 7.15/10
MECHDRAGON777 - 8.14
Ness-Wednesday - 7.7
MegaDood - 8.1
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Unfortunately I have some skill issues nowadays, so the video really helped a lot (take notes other Kaizo creators). I enjoyed the menacing atmosphere and music that goes along with it. The execution was fairly well done where despite the difficulty there does seem to be a slight level of flexibility to beat the level (the instant retry mechanic is also nice for saving time). While Kaizos aren't really my thing, I respect what's here and there's certainly no soup.
Medal - Most Menacing
Medal - Most Menacing

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Considering this is a Cyberspace level, it follows the theme of the contest, but being a Kaizo level means that you have to have spent a lot of time learning the ins and outs of the level. Maybe one of the two hardest levels of the contest and does not disappoint. The reverse controls seems familiar for some reason.
Medal - Most Kaizo
Medal - Most Kaizo

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Cool kaizo level! The platforming in this is slick. The level gets scary once you find out you're racing a Haunted Hole that's trying to trap you. Oh, how devious! What screwed with my brain the most is the control switching effect, haha. I think the mechanic could've been telegraphed better with a clearer icon. The visuals greatly offer an ominous but colorful vibe. They remind me of abstract paintings.
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This was a hard kaizo level that took a long time to complete. The reverse controls made it quite tricky, and the design was devious. I do feel as though the player should have changed colour or something to indicate the reverse controls. Overall, very solid level, I don't think I'll be attempting to beat this one again.
7th Place - Moonlit Maze by Shinbison - 7.96
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The Thwomp King - 7.53
MECHDRAGON777 - 10.3
Ness-Wednesday - 7.18/10
MegaDood - 6.83/10
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As soon as I saw the silhouette mechanic I was immediately hooked. From the start I thoroughly enjoyed the presentation of this level and what it had to offer. Like a handful of other levels though I was left wanting more out of what was here. Regardless I thought this was a great entry (I'd love to learn more about how to transition visuals in this manner sometime too).
Medal - Best Visual Transitions
Medal - Best Visual Transitions

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This might easily be one of the best levels with elegant swamp and imperial Japan design that screams "Crash Bandicoot" when I think of the theme. It is a shame this is not as unique as it could have been, but in doing so would have lost the elegance this level brings to the table. Not only that, but the level also incorporates Darkness flawlessly into the mix on a magnitude above what most do in SMBX.
Medal - Overall Favorite - MECHDRAGON777

Medal - Most Elegant
Medal - Overall Favorite - MECHDRAGON777

Medal - Most Elegant

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Visually beautiful from the parallax background to the silhouette huts. Platforming-wise, it has a fine selection of setups, but the level becomes repetitive after the second checkpoint. Although the silhouette huts are a creative idea, they're mostly eyecandy with little impact on the gameplay. I suggest mixing up the setups more and look for cool ways you can use the silhouette huts.
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The level looked great! I loved the visual theming and the silhouette efect was nice as well. I felt the Eastern theme and the temples were right at home in Mario. However, with all that being said, I don't think the level did much mechanically. A lot of the enemies like the fish and the spike balls didn't mesh together well and were repeated a lot. The paddle wheel platforms were used the best imo as they worked naturally with the spike balls, and it was a bit of a shame to not see them used much.
6th Place - Rotten Bone Spell by Alagirez - 8.49/10
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The Thwomp King - 8.35
MECHDRAGON777 - 10.02/10
Ness-Wednesday - 8.25/10
MegaDood - 7.33/10
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This level name and theme are quite familiar to me. For real though I thought this was a great execution of a body level as it was both visually unique and gross! I like the evolution of the gimmick with the bones, and it provided a great challenge by the final sections. While I do like that there were multiple checkpoints I'd argue the final one wasn't needed as the two spots it's in between were relatively short despite the challenge it provided. Still a great job!
Medal - Best Bones
Medal - Best Bones

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Quite an unsettling environment, I like it! Using the switch blocks to stop skull rafts from "shrinking" is a neat idea. I love the use of Bony Beetle generators to bonk the bone blocks. It's hard to tell the ribs sticking out are harmful because of how thin their outlines are. Also, in the vertical section, it's not very clear you need to jump off the small slope to reach the last bridge of bone blocks.
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Creative use of bone platforms and skull rafts, and good idea using them in a flesh level. They worked decently well together, but apart from being used together once they didnt really see much interesting use together. For example, in the second section the bone platforms were used repeatedly without much change in their setups, and in the third it was just the bone platforms in large lines. Maybe they could have been used as smaller platforms that you needed to jump between while avoiding them being hit by the bony beetles. However, the finale was very well done and I think you did nicely.
5th Place - faller dot lua test initiated by ShadowStarX - 8.59/10
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The Thwomp King - 6.43/10
MECHDRAGON777 - 11/10
Ness-Wednesday - 9.05/10
MegaDood - 7.9/10
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Always a fan of "Disco Train," by David Wise. I like the introduction of the crouch/falling mechanic, and rewarding the player at the start is a nice touch. I would say having some coins that say what button to press matters (as seen in DKC2 when there's a new mechanic to try). While I do wish the level wasn't as segmented as it was, I do think the progression of the challenges with said mechanic, ending with a nice test of everything the player learned is nicer overall.
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Quite the interesting level utilizing a feature that I personally believe should come standard to Super Mario Brothers X, and it is a shock that so much is as well planned as it is. Only real complaints I have is the æsthetic and going into the same door you leave out of in one spot in the first act.
Medal - Most Yoshi Abuse
Medal - Most Yoshi Abuse

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I like how far you pushed what could've been a few screens tech demo into a full level. My favorite setups are the ones involving Yoshi and the switch block room. The platform dropping icon could've used better telegraphing. Not many players will think "spin jumping" while looking at a line guide reverser. The final section is also slightly too precise for my liking. And if you stand close enough to a solid block, you'll clip through the tiles. Barring these nitpicks, this is a rad level!
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This level was very well done, the execution concept and gameplay were all fun. The theme was pretty neat, though used many times by others. I thought it was a creative level! Only things being the firebar room with the switches could have been reduced to 3 switches instead of 4 to save on time, and I thought the part with the three banzai bills could have have slightly more timing. Overall, great level!
4th Place - Mossymelome Home by SuperAlex - 8.67/10
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The Thwomp King - 9.03/10
MECHDRAGON777 - 10.24/10
Ness-Wednesday - 8.2/10
MegaDood - 7.23/10
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Take out the soup and replace it with watermelons. The absurdity in this level was well executed with me gaining a curiosity on the lore of the Melon Mages. The progression in the cave as well as the gradual challenge while implementing more and more with melons helped this level stand out. Truly a one of a kind submission to combat against the sea of soup.
Medal - Best Style
Medal - Best Style

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All hail the melons! The watermelon village theme is hilarious. The first section combines Melon Rafts and metal pipes creatively. I'm surprised none of the setups break. The second half feels a bit disconnected becuase of the several new elements introduced halfway through. I think the level should've kept its focus on the Melon Rafts. Shoutouts to the cool secret and ending cutscene!
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This was a very charming level, the dialogue and visuals were unique and I liked the melon idea. It was a bit slow to get started, and I thought there were a few half-baked themes that never saw much use apart from a few bits, but the ideas that did get used were used well. The setups were creative and I liked how the ideas evolved. A few things, some of the BGOs blended in with the foreground tiles a bit, and I thought you could have removed the piranha plants and giant melons to trim the fat down. Overall, nice level with a really cute theme!
Medal - Most Melon
Medal - Most Melon

3rd Place - The Glass Maze Under the Sea by LGL - 9.86/10
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The Thwomp King - 7.4/10
MECHDRAGON777 - 10.5/10
Ness-Wednesday - 10.55/10
MegaDood - 11/10
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The segmentation isn't my favorite, but with the Celeste-esque mechanics implemented it's less offensive this way (Sad to say I never finished Celeste though don't kill me...). As a scuba diver irl I must enjoy the atmosphere here as it's quite calming in contrast with the difficulty. As a whole this level does a great job having great challenge with it's gimmick without being overly frustrating. Kinda has a puzzle aspect to it as well which is neat. Great job!
Medal - Most Relaxing Vibes
Medal - Most Relaxing Vibes

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That was the first level in over half a decade that reminded me of the levels Reign had made and was an honest nostalja trip for me. I also like how creative some of the rooms were. Not much else to say other than that well timed button manipulation is not something everyone is easily accustomed to.
Medal - Most Reign

Medal - Most Button Manipulation
Medal - Most Reign

Medal - Most Button Manipulation

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Glass and jellyfish are always a beautiful pair. This is a level that requires you to look around before making your next move. It does a good job making each puzzle distinct, especially when the Rexes are combined with layer attachments. I do wish the level used more layer attachment shenanigans, but it's already at a decent length. The bits of dialog in the level are funny.
Medal - Blue Fish With Pronouns
Medal - Blue Fish With Pronouns

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This level was amazing, it was so fun to bounce between segments, and each progressive difficulty between each room felt natural and flowed well. I don't have much to add apart from it being a good ass level, though at the last section it took me a bit of time to figure out how to line up the rexes correctly. Great level!
Medal - Overall Favorite - MegaDood
Medal - Overall Favorite - MegaDood

2nd Place - new fangled interplanetary travel by cold soup - 9.99/10
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The Thwomp King - 9.8/10
MECHDRAGON777 - 10.74/10
Ness-Wednesday - 11/10
MegaDood - 8.4/10
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Very tight level. Brilliant execution of the SML2 space theme while adding a novel gimmick with the arrow platforms. While space is a relatively easy theme to go to avoid Soupage, the atmosphere here has good flavor with the enemies used and the overall visual value. Otherwise there's good star coin distribution, good length, great execution with the gimmick gradually evolving, and an overall fun level with great replay value.
Medal - Most Faithful to Mario Level Design
Medal - Most Faithful to Mario Level Design

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I enjoy getting flung by the launch platforms. The level is visually pleasing to the eye along with having a based enemy selection. The Angry Stars and Mekabons are cleverly combined with the main mechanic. Every star coin is well placed and fun to try grabbing. My only critique is the camera "jumps" in the first half when reaching the top. Overall, a fantastic and incredibly replayable level!
Medal - Overall Favorite - Ness-Wednesday
Medal - Overall Favorite - Ness-Wednesday

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I really liked this one, especially the unique NPCs you made for this level. The setups fed well into the next and the arrow platforms were really fun to use. The ideas evolved nicely and I felt as though they never felt boring. Good length and good difficulty too. Perhaps maybe the second star coin could have been made a bit easier to get, the platform to get it was hard to see unless you were really looking for it. Overall, nice one!
1st Place - Clockwork Catacombs by Master of Disaster - 10.25/10
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The Thwomp King - 11/10
MECHDRAGON777 - 11/10
Ness-Wednesday - 9.95/10
MegaDood - 9.05/10
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I wasn't sure what to expect here, but I enjoyed nearly everything about it. From the menacing atmosphere to the gimmicks introduced. This level was fully realized, and it shows from start to finish. There was great development throughout, and the finale also was well done. The star coin distro was interesting too with them adding extra challenge to retrieve them all. I'd argue this level might have the best replay value too. Overall excelllent job.
Medal - Overall Favorite - TTK
Medal - Overall Favorite - TTK

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What a Fabulous level and I can not wait to see what else can be done with this process and use of clockwork. My only complaints I can give about the level are how "scary" the red bars are right before the second Star Coin challenge and even then, it feels like a wonderful challenge thanks to the brilliant use of pits NOT causing insta-death like traditional mario.
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Great sense of progression in this level! The clock hands always kept me on my toes. The fling blocks are fun to chase, especially in the setup where you jump over a giant electric hand. Nothing ever overstays its welcome. The swinging poles act finnicky when switching directions. The third star coin took some time to solve, but it's super clever. Solid work!
Side-note: You're so evil for that second starcoin, LMAO.
Medal - The House with a Clock in Its Walls
Side-note: You're so evil for that second starcoin, LMAO.
Medal - The House with a Clock in Its Walls

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What an amazing level this was. The theming was great, and the gimmicks complimented it well too. It felt fair and things were explained well and the progression was a nice curve without any unfair difficulty spikes. My only gripes were the poles felt very finnicky to use, the second star coin felt almost impossible for me to collect (and you only got one shot!) One other thing was the room with the rotating electric bar and the arrow block was a bit unintuitive imo, as there was no indication the bar would begin moving after hitting the block. Overall though, very solid level.
Otherwise there you have it folks! A huge congratulations to Master of Disaster for coming out on top, and another thank you to everyone who participated. Stay tuned for the Summer Seasonal Contest announcement as it will likely happen very very soon! I hope to see you all for the next one, and take it easy!