Smog cavern (OMG linear level)
Posted: Sat Feb 28, 2015 7:50 pm
by Superiorstar
Is level is probably the most linear level I've made.
I hope you like Yoshi levels.
https://www.sendspace.com/file/znuc53
Re: Smog cavern (OMG linear level)
Posted: Sat Feb 28, 2015 8:44 pm
by silent_
The second phase of the boss is ridiculous. I swear to God I hit the Pokey at least 20 times, but he's still not dead. What's up with that? Is the death event glitched?
I'll review this sometime.
Re: Smog cavern (OMG linear level)
Posted: Sat Feb 28, 2015 9:29 pm
by Superiorstar
Kep wrote:The second phase of the boss is ridiculous. I swear to God I hit the Pokey at least 20 times, but he's still not dead. What's up with that? Is the death event glitched?
I'll review this sometime.
Dang, I knew it, when the boss goes off screen it resets, I'll have to patch it when I'm not lazy.
Re: Smog cavern (OMG linear level)
Posted: Sat Mar 07, 2015 3:13 am
by Imaynotbehere4long
First thing's first: the level is impossible to beat without Yoshi, so why is there a Toad player block in the level? Do you not know that Toad can't ride Yoshis?
Anyway, my review:
This level is really boring, honestly. The level is basically a flat run to the right with little variation in terrain, and this takes away any challenge or fun the level might have had a chance at offering. Even if the level didn't have/require Yoshis (which is able to eat every NPC in the level except the boss), the flatness of the level allows the player to easily run past everything in Section 1 and make it to the boss's room in less than a minute, despite relative variation in NPCs. The boss isn't any better; it's just two Mother Brain sprite-swaps in a row that move back and forth across a large section; one shoots nohurt=1 Rinka sprite-swaps that the player has to eat and spit out to defeat the boss, and the second one does nothing but move back and forth, forcing the player to eat the berry-blocks generated from the ends of the room to attack. However, like you mentioned, the boss resets when it goes off-screen, so the player has to chase it across the room to prevent it from being off-screened. This is quite monotonous since the player has to do a running-jump over the boss and attack it with the berry block, then turn around and repeat the process until the boss is defeated.
There's also a key-keyhole exit, but it also isn't noteworthy since it basically just boils down to entering a pipe in plain view, grabbing the key, then backtracking a bit to the keyhole.
Summary:
GOOD:
-Graphics aren't terrible.
-Music fits the level okay.
-The nogravity=1 flame sprite-swapping the Yoshi's ice block was kinda neat, but it didn't really add anything to the level.
BAD:
--BLOCK PLACEMENT IS TOO FLAT AND STRAIGHTFORWARD.
-The boss fight is so simple, it's just as boring as the pre-programmed boss AIs.
In conclusion: Although linear levels (levels that don't have any split paths) aren't inherently bad, this is just too flat to be the least bit entertaining. The boss is really boring, too. I'd say this deserves a 2/10.
By the way, the custom song you used for the boss isn't properly labeled. If you got it from SMB Collaboration and don't know where it's from, either, I guess I'll let it slide, but if you do know where it's from, please tell me and label it properly.