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I hope the video is working by the time I post this thread, as I have a video that has been proccessing for a week now, and It is stuck at 95%! This level uses Opperation Star Snatcher's tile set made by Sednauir, You already know the Symbol used in the Danmaku room is used by bossedit8, and the Rosalina Playable is by Hunter2258, Elitalianoverde, and the last few things is made by me!
Almost All Gimmicks I used were inspired from Sednauir!
Reviews:
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Valtteri wrote: MECHDRAGON777 - Fabrik in Weltraum (5.4/10)
Bomber57 (4.0/10)
Well, we all knew it was coming folks. This level is the Operation Star Snatcher clone. And one heck of a clone it is. This uses nearly every gimmick from that level right down to the walk-through walls. Except instead of the walk-through walls being a little thing for the side star, the walk-through walls are a major gimmick in this level. Specifically, having to deactivate a laser barrier by happening upon a hidden wall and flipping the switch there. That aside, there are many other issues I would like to talk about. First is enemy placement. There are sections where there are swarms, and I mean SWARMS of flying robots while Mario is on a line platform. This can be tricky to avoid, especially over pits and around other harmful objects. The outdoor space sections also didn't add much to the level and simply felt like an excuse to have slippery physics for the hell of it. A thing I have the biggest issue with in this level is the overall layout of it. In Operation Star Snatcher, the level was put into various distinct areas to give the level a sort of atmosphere and also help the player when navigating around the facility. Here it feels very messy. I also don't like how later on there are some doors that will take you to the start and then you can't go back to where you were, meaning you have to cross back over a chunk of the level again. Hidden walls seem to be a large thing throughout the entire level actually. That means that the player has to hug every wall and jump up and down mashing your face into the cold metal surface hoping you'd find the hidden switch or barrier to let you progress. Then there is a final section where you have to go around hitting four switches, and this section has all the bad parts of the level in one. Enemy spam, poor enemy placement and choice, random and unecessary slippery physics, hidden areas that are hard or impossible to reach (I had to use shadowstar at one point), and obscure puzzles that the player could never solve. Again, this level has the serious issue of puzzles that the level MAKER could solve, but the PLAYER could never figure out. I find this level to be a rather disappointing use of the marvelous graphics Sednaiur made for Operation Star Snatcher.
Chad (4.0/10)
This level asks way too much of the player. It offer a massive amount of variety, interesting event execution, and intriguingly complicated design all the way through, but this level just had no idea when to stop. It takes at least 30 minutes to complete, and that's just if you don't die. On top of that, you're expected to find 4 hieroglyphs (and the midpoint's useless when it comes to this), most of which are hidden in secret passageways that look exactly like the rest of the tileset, so there's really no way to find them except by luck. I managed to find 3 of them, but ironically the one I missed was right at the start and I couldn't go back. You do offer a door back to the start in one area, but I didn't want to redo everything before I was even finished. Most of the gimmicks are annoying along the way, such as Rinkas with no warning, clusters of flying enemies, timed platforms that are difficult to keep track of while watching everything else, and electricity that spends way more time on than it does off. Also, apparently you have a Touhou spellcard segment at the end of the entire hieroglyph run alongside some electricity, and quite frankly I'm not subjecting myself to that. The level already feels like many levels crammed into one before that. The only things I can really say positively about this level are that the visuals are excellent, the overall structure of the level is astoundingly complex, and the amount of effort put into this level is clearly immense. It's just that nearly everything about the gameplay and length is handled poorly to the point that it just isn't fun.
Quill (7.0/10)
I dunno man. This just feels too similar to a previous contest level. It doesn't really add much to the table, either. It's not that bad by any means, but it drags on for quite a while while offering only some variety.
Layla (5.0/10)
I'm not sure what went through your mind to made one block high platform areas, tunnels with no indication that they are there inside the filler walls, several annoying platform havens, mandatory to hurt yourself to hit a switch, tedious waiting for blue lazers to turn off, and all of this in one insanely long maze of a level. I am happy to see this great lab tileset by Sednaiur used again, and I'm going to admit you did it some justice, but there are too many issues with the level that I had a very hard time enjoying it. I will say I liked the small elevator element towards the beginning and the amount of power-ups and coins are decent.
Valtteri (7.0/10)
Please don't make the player look for invisible paths inside the walls... Luckily I was able to find them fairly easily and got out of the level relatively fast. Besides that, it's an okay level. I don't have much to say, it's pretty simple really if you take out the laser beams and whatever you took from Sednaiur's level for the 8th contest.