Palace of Weirdness

They're not that bad, but they're not that good either.

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AirSeus
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Palace of Weirdness

Postby AirSeus » Sat Nov 08, 2014 2:32 pm

I am tired, lets just skip this short.

Screenshots:
Spoiler: show
Image

Image

Image


Download:

https://www.sendspace.com/file/cpljla

Superiorstar
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Re: Palace of Weirdness

Postby Superiorstar » Sat Nov 08, 2014 2:49 pm

Well I played it and it was definitely weird, Shy guy spam didn't make the level any better to play, Also didn't you learn from the CC9 that pokeys on slopes don't work?
Also the mask for the slopes are broken, Very broken.
The second boss was creative though, hard but creative.

AirSeus
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Re: Palace of Weirdness

Postby AirSeus » Sat Nov 08, 2014 3:29 pm

Superiorstar wrote:Well I played it and it was definitely weird, Shy guy spam didn't make the level any better to play, Also didn't you learn from the CC9 that pokeys on slopes don't work?
Also the mask for the slopes are broken, Very broken.
The second boss was creative though, hard but creative.

I have never had anyone complain about the spam of enamies but, okay

I know but really all it does is knock one of the other

Really, I don't see that?

Thanks, its suprising that adding two poison mushrooms can uppen the difficulty by a good amount

Thanks for the opinion.

Zeldamaster12
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Re: Palace of Weirdness

Postby Zeldamaster12 » Sat Nov 08, 2014 4:32 pm

Review #1 (unofficial):

Design:
The design, it wasn't bad. The gold design was good overall, and the gold pillar scenery fit perfectly. Anyways, there was a pretty big flaw on the design, being with the slopes. All of them looked cutoff on the top, which is pretty bad. It felt different compared to the linear gold blocks, and it overall didn't match together. Pretty much an error with the graphic. This went on throughout the whole level, as well, so that kinda makes it worse. Other than that, I didn't find any problems with it.

6.5/10

NPC and Gameplay:
I see what you were going for with the Shy Guys, but you didn't necessarily implement it the best way. There were so many of them everywhere, and other than Pokeys, it was really the only NPC that you used. This made the level feel very repetitive, and not as fun. A bigger variety of NPCs would've made this aspect improved. Another thing, when playing through the level, I noticed something when I encountered the Pokeys. Upon going on slopes, they glitch and fall on their own. I suggest not using Pokeys in areas where they can encounter slopes, because otherwise, this'll occur. The red coins were placed decently, but in the second section, there were quite a bit that were placed near each other, and they weren't hard at all to get either. These coins should be spread out, not clustered right near each other. As for the powerups, I felt like there was too many. It made the level easier than it should be, and that many powerups really isn't needed. The small Shy Guys weren't much of a challenge either. If anything, they were easier to pass than the regular Shy Guys. The crow I encountered at the boss door actually done something weird. The Pokeys done that same glitch on the slopes, only it affected the crow. The two parts of the Pokey would actually move the crow over to different places. At one point, the crow was actually moved in front of the door I needed to access, which made it a lot more annoying to enter the door than it should have been. Now for the bosses. The first boss, I didn't really find it to be that creative. I see what you were going for, but it just felt too easy and unoriginal. All you had to do was get the Big Boo near you, and then stay on top of the plant, throw bombs at it, and rinse and repeat until you take out Big Boo. The second boss, though, I liked. The poisonous shroom idea was creative, and added on to the challenge. I had trouble on this boss at first, but managed to get the timing down.

5.25/10

Overall, nice level, but it had flaws, mostly in the second aspect I discussed.

Overall Rate: 5.88/10
Last edited by Zeldamaster12 on Sat Nov 08, 2014 7:50 pm, edited 1 time in total.

underFlo
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Re: Palace of Weirdness

Postby underFlo » Sat Nov 08, 2014 5:48 pm

Palace of Weirdness by AirSeus - Review



Looks and Atmosphere

The level in itself looks pretty bland, the only blocks were the palace blocks and the only BGOs were the pillars. It used the standard arsenal of SMB2 NPCs from Sednaiur, nothing groundbreaking there, but I kinda liked the Pokey recolor. The slopes didn't have OLs, you definitely need to fix that.
The for the main part didn't really fit, it was too peaceful imo. The boss theme was expectable and a classic pick, it fit pretty well.
So, Atmosphere and Looks gets

5/10



Design and Gameplay

This level's design was... meh. There was a pretty huge spam of Shy Guys and especially the beginning was pretty unfair with the closed-down area and the two Para-Guys. The level had an astonishing 7 Power-Ups for being so short, and all enemies (except the small ones but that was probably since they're so small and fire balls bounce from their heads) were killable with fire balls. The second ACE Coin was placed really badly, since you have to be small to get it, which means you have to get hit in case you're not small. That is pretty bad design tbh, you shouldn't force the player to get hit. Also, if you just let the Para-Guy go his ways, he'll glitch through the wall where the ACE coin is for some reason. There were lots of Pokeys on slopes, which leads to some nasty glitches. Also, by some Pokey things I got the Tweeter to stand right in front of the door, forcing me to kill myself. that shouldn't happen. In Section 2, there was this:
Spoiler: show
Image

What is that? Why would you place this pokey like that?
Also, there were 3 ACE coins really close to each other, maybe 1-2 seconds of walking time inbetween. Maybe space them out a little bit more.
Then there was a Big Boo fight, and I really liked the placing of the ACE coin there. Aside from that, nothing special.
The Birdo fight was easily exploitable by making him fire left, then jumping on top of the egg and then wait until you're on the left side of the pit to pick the egg. Throw and repeat. This made the Poison Mushrooms pretty useless.
So, since it was really spammy and there doesn't seem to be much thought put into it, Design and Gameplay gets a

4.5/10



Verdict

It looks pretty bland and has some not-so great NPC placement. I'd always suggest just looking where the NPCs go for ~10-15 seconds to make sure no bugs happen there. That's why this level gets my score of

4.67/10

Moved to Average
Last edited by underFlo on Sat Nov 08, 2014 5:57 pm, edited 2 times in total.
Reason: Layla cleared me up on things.

FanofSMBX
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Re: Palace of Weirdness

Postby FanofSMBX » Sat Nov 08, 2014 6:14 pm

Did you disagree with the first review?

underFlo
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Re: Palace of Weirdness

Postby underFlo » Sat Nov 08, 2014 6:15 pm

FanofSMBX wrote:Did you disagree with the first review?
That's probably why my score is differnt, so yes.

Zeldamaster12
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Re: Palace of Weirdness

Postby Zeldamaster12 » Sat Nov 08, 2014 6:59 pm

My review was approved by TNT, so why was it moved again?

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Re: Palace of Weirdness

Postby underFlo » Sat Nov 08, 2014 7:34 pm

Zeldamaster12 wrote:My review was approved by TNT, so why was it moved again?
I was writing a Review while you posted yours and disagreed with yours (actually, I was in a Skype Call at the time with two other LJs and none of them really agreed with it). I've already talked to Layla about it, he said my Review overweights yours.

Edit: Turns out zeldamaster made a calculation mistake, and the level was supposed to be in average all along.


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