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Autumn Alpine

Posted: Mon Dec 29, 2014 12:23 pm
by CraftedPbody
This level was heavily inspired by Donkey Kong Tropical Freeze. That being said, it contains alot of it's music and I tried to match the atmosphere of it too.
I am debating on whether to make a whole episode with Tropical Freeze in mind.

Anyways, here it is, Autumn Alpine.

Images
Spoiler: show
Download
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Credit (If I miss any, please DO tell me so I can add them.)
Spoiler: show
Sednaiur
YoshiGo99
SilverDeoxys563
Airship

Re: Autumn Alpine

Posted: Mon Dec 29, 2014 1:13 pm
by Witchking666
If i were you i would change the background it doesn,t look like autumn at all
(sorry for my bad english i,m dutch)

Re: Autumn Alpine

Posted: Mon Dec 29, 2014 4:55 pm
by Waddle
You missed Airship (credits), he made the windmill.

Re: Autumn Alpine

Posted: Tue Dec 30, 2014 12:16 am
by PROX
I would recolor those trees orange. (both bg and bgos) It looks more like summer alpine or spring xD

Re: Autumn Alpine

Posted: Tue Dec 30, 2014 8:56 am
by CraftedPbody
You guys are aware that pine trees stay green year round correct? The needles only brown once they've been on the ground for a while.

Re: Autumn Alpine

Posted: Tue Dec 30, 2014 9:43 am
by JupiHornet
CraftedPbody wrote:You guys are aware that pine trees stay green year round correct? The needles only brown once they've been on the ground for a while.
Video game logic 8-)

In most video games, ALL trees are revolted orange in fall.

Re: Autumn Alpine

Posted: Tue Dec 30, 2014 9:49 am
by CraftedPbody
Turtwig wrote:
CraftedPbody wrote:You guys are aware that pine trees stay green year round correct? The needles only brown once they've been on the ground for a while.
Video game logic 8-)

In most video games, ALL trees are revolted orange in fall.
That may be true, but not in the game I take my inspiration from: [rimg]http://oyster.ignimgs.com/mediawiki/api ... -3_PP1.png[/rimg]

Re: Autumn Alpine

Posted: Tue Dec 30, 2014 5:17 pm
by DarkMatt
You guys care to actually review the level instead of sperg about video game lore?

Re: Autumn Alpine

Posted: Thu Jan 01, 2015 5:36 am
by Imaynotbehere4long
DarkMatt wrote:You guys care to actually review the level instead of sperg about video game lore?
NEVER!!!

...okay, fine. My review:

So, this is a well made level for the most part. Most of the enemy types have been sprite-swapped to look like Goombas, and I think it would be beneficial to introduce the spike-helmet Goomba in a place that 1) isn't at the bottom of a slope and 2) isn't next to a background image that also uses white/silver colors; I just thought that it was wearing a different colored pirate cap at first and I got killed when I tried to slide into it (and so will all first-time players of the level). This is especially annoying since there are no power-ups until the second section, which means getting hit once until then results in death. In the second section, the mushrooms coming through the wall just look like cut-off; I recommend making a background image that better represents that the stem is coming through a hole in the wall. In the third section, all of the line-riders move away from the player when they come on screen, so the player just has to wait for them to cycle back to the beginning (and remember: waiting = boring = not fun); I recommend moving them to the bottom of the circle. Also, I don't know who made that checkpoint graphic, but it looks awkward and should never be used. The way the player gets the secret star is kinda clever, but there really isn't any indication that there's a secret star in the level in the first place, despite the vague star pattern that the coins make near its location. Honestly, the only reason I knew that it was there in the first place is because I came across it by accident. I recommend adding a sign near the beginning that hints toward the existence of a star in the level. Finally, Section 4 (and even Section 5 to an extent) is completely pointless. Forcing the player to go through a practically empty section devoid of hazards isn't fun.

Summary:
GOOD:
-Graphic choices aren't terrible for the most part.
-Music choices are well done, but the level switches between the songs a bit too frequently.
-Secret star is cleverly hidden, but a bit unintuitive.
-Block and NPC placement is well done for the most part.

BAD:
-The checkpoint graphic.
-It's difficult to figure out that the spiked Goomba has a spiked hat on before taking an unfair hit.
-Mushroom blocks in Section 2 look cut-off.
-Line-riders in Section 3 force the player to wait.
-No power-ups until Section 2.
-Section 4 is pointless.
-Section 5 is also kinda pointless (its only hazards are one Piranha Plant and one Goomba, and they're spaced out quite a bit).

In conclusion: although the level is well made for the most part, the flaws (namely the debacle with the spiked Goomba and the pointless sections) bring the score down. I'd say this deserves a 5.5/10.

Re: Autumn Alpine

Posted: Thu Jan 01, 2015 11:32 am
by CraftedPbody
@Imaynotbehere4long Thank you for this review, all of this has been duly noted for later levels.