Sharp Objects are Usually Deadly [insignificant update]
Posted: Tue Dec 02, 2014 6:13 pm
by Imaynotbehere4long
Remember my CC8 level? Well, I finally got around to updating the quality of my song choice, because I know that's what you were all complaining about.
I also changed the first section slightly to prevent the player from being able to skip it with a Tanooki Suit (even though that section is pointless outside of a ToB).
The rest of the level is exactly the same, so the original reviews still apply:
Video:
Download
The rest of the level is exactly the same, so the original reviews still apply:
Spoiler: show
bossedit8: 8.535/10
Ok, this is probably the best different type of platforming Game I have ever played out of all SMBX Levels. How this Level was made is that almost every Rooms are filled with Spikes and no actual enemies you have to avoid. Seems simple enough but one thing I really loved about the Gimmick that is implemented is if you hit a Spike you transport at the beginning of the same room where you come by (except for the very first room where you actually can lose a life as usual when you touch a spike) and it also even shows you that you have died at the same spot which makes it more natural. Alone that flashes me because no one has ever done that before, although this makes it more like "I Wanna Be the Guy" feeling into it due to having unlimited amount of Continues and Save Points. Music is fitting for this Level. It is getting really frustration later on especially with too narrowed Spikes which is kind of annoying. At least there aren't a lot of Rooms due to SMBX Limitations of Events but still it was kind of frustration. After a lot of encounterisms Spikes you gain a Star. Overall, this is, like I said, the best "Different" Jump & Run Gimmick Level I have ever seen and played, except for the frustration parts of too narrowed Spikes multiple Times in one Room.
Chad: 8.6/10
Excellent and original gimmick for SMBX. I think you're right about nobody doing this before, and the precise challenge really makes the gameplay feel different. I like the modest graphic style and how the messages communicate with the player without stopping the gameplay, too. The level's comfortably short for this kind of thing, and I can tell a lot of effort went into every spike event, which is extremely impressive. However, the precision demanded of the player is really too much. I understand that's the entire point, and that said difficulty is what defines both the gimmick and the inspiration for it, but SMBX's hitboxes are incredibly unforgiving with this kind of thing. Everything's hitbox is perfectly 32x32, and the space that the player is often given to proceed is exactly the same thing, which means a single speck in the wrong direction is death. Some people thrive on that kind of challenge and that's great, but dying consistently because one of my pixels was just in the wrong spot just isn't very fun to me. The level is clearly possible and extremely well crafted, but it could really allow just slightly more room in most areas because of how little room SMBX gives you.
Emral: 3/10
You see, the gimmick was really nice, but it was far too difficult. Even if there is that little something which makes you want to keep going, that's all there is to it. It took me roughly 1 hour to get through the level as some of the jumps are just almost impossible. Without the last hazard section this'd have been a little bit fairer in my opinion. But yeah. Nice gimmick but you went totally overboard with the difficulty.
Guess: Some Talkhaus guy.
Quill: 6.5/10
Wow, what a concept. This is super challenging, but the spikes are too exact in their hitbox. If only one pixel colides with Toad, he's dead. It's kinda annoying especially with the sideways spikes which you can normally stand on. Great concept though! The death system is superb and good job for keeping two players in mind.
TNTtimelord Layla: 2.7/10
Holy crap is this clever, but holy crap is it incredibly annoying. I guarantee you almost no one is going to have patience to play this. The hitboxes on the spikes are unfairly large and nearly all the jumps are unfairly small. I'll give exceptions to other aspects considering this isn't meant to be a regular level.
Ok, this is probably the best different type of platforming Game I have ever played out of all SMBX Levels. How this Level was made is that almost every Rooms are filled with Spikes and no actual enemies you have to avoid. Seems simple enough but one thing I really loved about the Gimmick that is implemented is if you hit a Spike you transport at the beginning of the same room where you come by (except for the very first room where you actually can lose a life as usual when you touch a spike) and it also even shows you that you have died at the same spot which makes it more natural. Alone that flashes me because no one has ever done that before, although this makes it more like "I Wanna Be the Guy" feeling into it due to having unlimited amount of Continues and Save Points. Music is fitting for this Level. It is getting really frustration later on especially with too narrowed Spikes which is kind of annoying. At least there aren't a lot of Rooms due to SMBX Limitations of Events but still it was kind of frustration. After a lot of encounterisms Spikes you gain a Star. Overall, this is, like I said, the best "Different" Jump & Run Gimmick Level I have ever seen and played, except for the frustration parts of too narrowed Spikes multiple Times in one Room.
Chad: 8.6/10
Excellent and original gimmick for SMBX. I think you're right about nobody doing this before, and the precise challenge really makes the gameplay feel different. I like the modest graphic style and how the messages communicate with the player without stopping the gameplay, too. The level's comfortably short for this kind of thing, and I can tell a lot of effort went into every spike event, which is extremely impressive. However, the precision demanded of the player is really too much. I understand that's the entire point, and that said difficulty is what defines both the gimmick and the inspiration for it, but SMBX's hitboxes are incredibly unforgiving with this kind of thing. Everything's hitbox is perfectly 32x32, and the space that the player is often given to proceed is exactly the same thing, which means a single speck in the wrong direction is death. Some people thrive on that kind of challenge and that's great, but dying consistently because one of my pixels was just in the wrong spot just isn't very fun to me. The level is clearly possible and extremely well crafted, but it could really allow just slightly more room in most areas because of how little room SMBX gives you.
Emral: 3/10
You see, the gimmick was really nice, but it was far too difficult. Even if there is that little something which makes you want to keep going, that's all there is to it. It took me roughly 1 hour to get through the level as some of the jumps are just almost impossible. Without the last hazard section this'd have been a little bit fairer in my opinion. But yeah. Nice gimmick but you went totally overboard with the difficulty.
Guess: Some Talkhaus guy.
Quill: 6.5/10
Wow, what a concept. This is super challenging, but the spikes are too exact in their hitbox. If only one pixel colides with Toad, he's dead. It's kinda annoying especially with the sideways spikes which you can normally stand on. Great concept though! The death system is superb and good job for keeping two players in mind.
TNTtimelord Layla: 2.7/10
Holy crap is this clever, but holy crap is it incredibly annoying. I guarantee you almost no one is going to have patience to play this. The hitboxes on the spikes are unfairly large and nearly all the jumps are unfairly small. I'll give exceptions to other aspects considering this isn't meant to be a regular level.
Spoiler: show
This should do in place of a screenshot (skip to 2:07):