lighthouse64 wrote:It's reasonably hard right?
Nope. In fact, it becomes way too easy and bland once the player kills the poorly-recolored Lakitus (whose effects haven't been sprite-swapped).
And now, my review of Latiku factory:
Okay, first of all, you forgot to upload the custom songs for this level, and since you decided to give them the incredibly creative names of "factory.mp3" and "doubletrouble.mp3," I have no idea what songs you planned on using, and, therefore, practically the entire level was silent. Second, your recolors have 1x1 pixels and aren't even consistent between frames (the ? blocks have a pseudo-flashing effect). I recommend using the fill and pencil tools instead of the brush. As for the level itself, it revolves around needing to get through the level while avoiding a Lakitu throwing Goombas. However, it's really easy to just pick up a Koopa shell or Snifit or Shy Guy and throw it up to kill the Lakitu, thus ridding the level of any semblance of difficulty it once had. The second section has two Lakitus, but it also gives the player an ice flower, making every enemy a possible weapon to use against them and, therefore, making it easier to kill both of them.
As for the level design, there really isn't much to talk about since the entire level basically consists of what's in the screenshot, but repeated until the level's end. The only parts of the level that stand out are the parts that are worse than the typical blandness that makes up most of the level. For instance, there is a horizontal pipe that generates coins. However, the coins are generated over a pit, and it is impossible to collect the coin without getting killed. At first, I thought that it indicated a secret of some sort, but no, it's a beginner's trap. Also, for the second section, the player has to find a friendly red Goomba to get the key to beat the level. This might seem like it will lead to a tricky hunt of some sort, but the friendly Goomba is on its own platform not far from where the key-wall is (and in the way of the player), so the whole scenario is practically pointless. Speaking of pointless stuff, why is there a wall that prevents the player from returning to the very very beginning of each section? The walls serve no purpose.
In conclusion:
Bad CGFX, no music, questionable and overall bland level design...if this is an improvement, I shudder to think of what this once was. In conclusion, I'd say this deserves a 2/10.