Magnetic Mayhem (6.0)

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FutureNyanCat
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Magnetic Mayhem (6.0)

Postby FutureNyanCat » Sun Jan 12, 2014 5:14 am

Magnetic Mayhem (current version: 6.0)
One of my old levels that uses lots of cool gimmicks that involve magnets. Play the level and tell me what you think, and review it, too! Constructive criticism helps me shape up my levels, so I recommend reviewing constructively to tell me what I can improve! Have fun.

Screenshots
Spoiler: show
Image
Image
Image
Download! *Updated to 6.0*
Image

What's new in version 6.0:
- Fixed the magnetic fields so they don't break the laws of physics.
- The negative magnets now pull up the flying platforms. Removed excessive magnetic fields.
- Exit moved to first section. Removed second section completely.
- Brick effect added.
- Moving magnet areas now adjusted, and moving magnets are now slowed to a not-so-whopping 0.7. This reduces difficulty jumping with moving magnets.
- The lamps are now gray.
- Few more powerups added.

Thanks Emral for reporting the bugs! YOU'RE THE BEST!
Last edited by FutureNyanCat on Thu Apr 10, 2014 11:00 pm, edited 2 times in total.

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Re: Magnetic Mayhem (5.1)

Postby bossedit8 » Sun Jan 19, 2014 1:33 am

My Playthroughs:

Old Version:





New Version:



One problem by this level is there are very few power ups throw out on this level. At least give the player more power ups during the stage because a long section with only a few power ups is kinda low to the rating system.

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Re: Magnetic Mayhem (5.1)

Postby Kingbowser112 » Sun Jan 19, 2014 5:11 pm

Well, this is a good level, infact I've this one, but I'd see a boss for this level, this has all, but a boss and all (in my opinion) more complete. However Good Job and graphics!

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Re: Magnetic Mayhem (5.1)

Postby FutureNyanCat » Tue Jan 21, 2014 8:28 am

Not all levels can have boss battles. I have no plans to make a boss battle for the level itself right now - I want it to be my regular level and not a castle level itself.

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Re: Magnetic Mayhem (5.1)

Postby Kingbowser112 » Tue Jan 21, 2014 9:14 am

Ok, don't worry. Ah, I just wanted to give you some advice bro. ^_^ .
However, thanks for reply.

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Re: Magnetic Mayhem (5.1)

Postby Enjl » Sun Feb 23, 2014 8:12 am

Review: Magnetic Mayhem
Should've called this Magnetic Doesnt-Make-The-Slightest-Sense-In-Terms-Of-Physics, ifyouknowwhatI'msayian.
No ,seriously, throughout playing the magnets bugged me. Permanently. The flow of electrons inside a magnetic field goes from the negative pole to the positive one. In your level it's all over the place. Here's a few screens I'll be referring to throughout the review:
Spoiler: show
Screen 1:
Image
Screen 2:
Image
Screen 3:
Image
Screen 4:
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But let's get to the music first.
The music was energetic and gave the level a static atmosphere, as if everything was full of electricity, if you know what I mean. I liked it.

Bossedit already complained about the lack of powerups. One between the first and second, like, right in the middle of those two, would be perfect. I was trying to get the 4th screen done for almost half the level because I ended up taking one hit in the beginning.

Back to magnetism: In the screenshots, as you can see, I marked the flow of the electrons in the magnetic field. The positive magnets should always have an attracting flow and the negative ones should be pushing the flow away. But you went all over the place. And I don't understand your gimmick either. While switching between quicksand and water is a cool gimmick, and by the way could've been made way better in this level if you'd not have repeated the only-plus thing for like half of the level, but I think magnetism is a poor excuse to use that. Sometimes you just changed the physics entirely and removed the water effects from the magnetic flow. So yeah. A bit of inconsistency in there.

Some of the magnets were moving. I'd have liked to see them stop at the end because else some of the jumps are very hard to get right. That's also where I lost my powerup.

Let's break down these screens one-by-one:
Screen 1:
I've marked the block to show that the magnetic flow graphic is still there inside it. This looks weird and you should remove these 64x64 pixels of bgo. They were originally made as pure eyecandy anyways. Furthermore I'd like to point out that the lamps, although they're mine and I should be biased, don't fit with the level at all, seeing that everything else is grey.

Screen 2:
Here I marked the flow of the electrons going towards this positive magnet which looks like a negative one. Gosh this bugs me so much.

Screen 3:
Here's where you gave up on physics entirely. Remove the bgos above the platforms and just make them static and not wave like that. If they're being pushed away by the blocks they should stick to the ceiling after a few seconds anyways.

Screen 4:
Change the effect of the brick blocks please.

Another thing I didn't like that much about this level is that you didn't use half of the screen for the most part. This almost feels like an endless corridor like in FFXII2 or something. I'm sure if you'd have even used the expand section to top function you would've been able to do lots with the magnetism gimmick excuse.

But the thing which bugs me the most is that all of this is still consistent after like 5 versions of this level. Oh, also, anticlimactic ending, yay. You didn't need a second section for this level. It just underlines that you could've done more if you'd have split the level up in multiple sections.

Overall, I'm biased due to physics class and what I've learned there and common sense and all that. But this level isn't bad. Although poorly, you did impliment a fairly good gimmick I'd like to see more, but without my magnet graphics pls. Here's your score.
Graphics: 1/3 The only thing you hit was provide an atmosphere using the colour. Most of the graphics were misused, an excuse or just didn't fit.
Music: 2/2 Nailed it.
Gameplay: 3/5 As said, this whole physics thing bugs me. I took like 0.5 points away because of that. The rest is the repetitiveness, the lack of powerups and the anticimactic ending.

6/10
Not too bad.

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Re: Magnetic Mayhem (5.1)

Postby FutureNyanCat » Wed Apr 09, 2014 12:49 am

Uh oh, I probably used the gray brick from Luffy. He forgot the effect, so I will fix it soon. 6.0 will fix all of the complaints. About the magnetic fields going up in the flying platform section: I'll place the magnets upside-down so they look more natural.

The level is now in Pretty Good, so I need to fix all complaints from Emral's review first. Since the negative magnets pull you down like quicksand, it can be strange if the magnetic fields go up. I'll fix the problems soon.

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Re: Magnetic Mayhem (6.0)

Postby FutureNyanCat » Thu Apr 10, 2014 11:02 pm

Magnetic Mayhem is now updated to Version 6.0! It fixes all complaints that were reported by Emral. (And no more law-breaking physics). A brick effect has been added, and the flying platforms are now held by negative magnets (with the excess magnetic fields removed)

Check the first post to download the new version! Review it whenever you can! Thanks!

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Re: Magnetic Mayhem (6.0)

Postby zioy » Thu Jul 17, 2014 5:00 pm

Level Review

Magnetic Mayhem 6.0 by FutureNyanCat2002

Overview/First Impression
This level is based off of "magnets" made out of the simple mechanic of water/quicksand. The style used is SMB3, with a metallic-looking feel. Some parts of the level were almost steampunk-esque but not quite. The level has a feel of urgency, of which the magnets seem to detract from. Overall, my first impression was decent, but you could've done better.
Score: 7/10

Gameplay/Level Design
The level wasn't overly hard or overly easy, but some areas of it were actually somewhat frustrating. For example, the negative magnets slowed my progress because, to be able to jump out of them, I had to wait for them to turn positive or just wing it and hope SMBX liked me. I died twice, both from attempting to jump from a negative magnetic stream to a positive one. Other than that, the level was pretty well-designed.
Score: 8/10

Graphics
The graphics here were good; the reflected the factory-esque, almost robotic feel of the level without overdoing it. I think desaturating the player slightly would help the feel of the level. The magnets looked sort of strange (I personally would've gone for horseshoe magnets). Besides that, the graphics were decent but could use a bit of improvement.
Score: 8.2/10

Music
The music portrayed a sense of excitement, which seemed a bit overdone as the level was actually paced relatively slow due to the magnets (water levels don't have fast music for a reason, you know). I would've gone for something more robotic, even instrumental dubstep or something of the sort. Otherwise, the music fit, sort of.
Score: 6/10

NPC/Coin Placement
My main complaint with NPCs is that at the midway point, there's a Goomba that is right next to you. I died when I respawned at the midway point because I had my hand on X and C instead of Z and X. I (unknowingly) pressed X to jump and died virtually immediately. The coins seemed a bit unbalanced; some areas were way overdone, some areas had no coins at all. Everything else here was practically perfect, with minor flaws that don't occur to me right now.
Score: 8/10

Overall
This level was mostly enjoyable, with mostly minor flaws and a couple of significant ones. The level was by no means perfect, but no level necessarily is.

OVERALL SCORE: 7.44

Good level, but remember to always consider the little things, because if you mess those up, they become big things ;)
Keep up the good work!


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