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I'd call it an experiment

Posted: Sun Mar 22, 2015 4:08 pm
by Waddle
Hi

Note that nothing here is final, but I've been thinking of making more levels like these.

http://www.mediafire.com/download/tgeu8 ... t+Gaem.zipImage

Opinions?

Re: I'd call it an experiment

Posted: Sun Mar 22, 2015 4:13 pm
by Superiorstar
One word: WTF.
I'll play this and tell you what I think.

Re: I'd call it an experiment

Posted: Sun Mar 22, 2015 4:18 pm
by Waddle
Well, you sure made your opinion clear.
This level is SUPPOSED to refference older games, where Graphics aren't as important and it's all about gameplay. If you think I failed at recreating this feeling, please specify why.

Re: I'd call it an experiment

Posted: Sun Mar 22, 2015 4:30 pm
by Superiorstar
Just played it, it was surprisingly fun.
But one thing I have to talk about is the contrast of the tileset, I know you were going for the 8-bit but even still it looks like orange dots in a brown surface, the music and obstacles were pretty good and the question mark thing is a nice touch.
overall I liked this level, it isn't really tough but it still reminds me of an SMB3 homebrew.

Re: I'd call it an experiment

Posted: Sun Mar 22, 2015 4:32 pm
by Waddle
Thanks! That was quite helpful. As for te dirt, you're probably right.
Ill change it next update.

Re: I'd call it an experiment

Posted: Sun Mar 22, 2015 4:47 pm
by JupiHornet
this looks dank af
i wonder what music you used :o

Re: I'd call it an experiment

Posted: Sun Mar 22, 2015 4:49 pm
by Waddle
Music isn't final, it has the Kirby Mouse Attack forest theme (it's called "having fun outside" iirc)

Re: I'd call it an experiment

Posted: Mon Mar 23, 2015 1:16 am
by Squishy Rex
I kind of have mixed feelings about this. I can fully appreciate what you're trying to achieve, however the graphics don't really give me the reference intended. They feel more like a washed out NES/SNES mixture. Graphics using the 3 - colour rule can be just as hard to make look effective than their SNES counterparts, assuming this is what you were going for. In terms of gameplay though, your experiment paid off and it is definitely one of the more enjoyable grass levels I've played recently. In essence you achieved your goal of taking gameplay over graphics, something that I love so much about Redigit's levels in the Invasion series, Mario VS the Moon Base and Return to Yoshi's Island etc.

Re: I'd call it an experiment

Posted: Mon Mar 23, 2015 3:10 am
by Waddle
Thanks, squishy! You probably know I'm not that good at Graphics, so I'd love some advice on those! Ad for the gameplay, that was indeed the main focus of this level, and I'm glad you were able to enjoy that despite the lack of actual good Graphics.

Re: I'd call it an experiment

Posted: Thu Mar 26, 2015 2:23 pm
by Erik
This was really fun to be honest, I really enjoyed it!
Goodbye, Mega Mole...

Re: I'd call it an experiment

Posted: Thu Apr 09, 2015 11:42 pm
by Imaynotbehere4long
Okay, it's about time someone began to address this backlog of levels.

First of all, I can't really see how the player is supposed to figure out that the yellow blocks are sand-block sprite-swaps based on the hint given; I can respect that you want the level to reference older games, but its for the best to leave the unintuitive aspects of older games in the past. I recommend changing the yellow blocks' graphic so that they're not palette swaps of the normal blocks and so that it's a bit more obvious that they should be grabbed (example: remove the grey and dark yellow border from all but the top part of the graphic).

On the other hand, the red bees are something you can be vague about (or just leave for the player to figure out himself/herself) since it's relatively obvious that they'll act different due to them having a different palette but being in the same section as normal bees.

Anyway, aside from the occasional block barricade where the player has to pick up more yellow blocks (which really isn't anything novel in and of itself since they're just sand-block sprite-swaps), there's nothing here to set it apart from other Basic Grass Levels. In fact, I'd argue that this is actually worse than most Basic Grass Levels since the design solely consists of long, flat sizables, Goomba sprite-swaps, and a few Spiny sprite-swaps. The only noteworthy part of the level is, near the end, there is a red bee placed above another red bee and the player has to jump between them (but you did this twice in a row without any variation, making it seem like you had run out of ideas).

Summary:
GOOD:
-Graphics aren't terrible (but could be improved).
-Music fits the level okay.
-Red bee tunnel.

BAD:
--FLAT BLOCK PLACEMENT.
--BARELY ANY NPC VARIETY.
-Using two different Goomba sprite-swaps doesn't count as more NPC variety.
-Unintuitive yellow blocks.

In conclusion: I'm not really sure I fully grasped what novel concept you were trying to introduce with this level, but whatever it was, it wasn't enough to make up for some of the most seemingly uninspired level design and boring game-play I've seen. I'd say this deserves a 3/10.

P.S. If you want some decent 8-bit SMW graphics, I recommend checking out Super Mario Unlimited:
Image
Waddle Derp wrote:I'd call it an experiment
Waddle Derp wrote:nothing here is final
Then...shouldn't this go in Casual Levels? Do I just not understand the purpose of that sub-forum?