@ MECHGRAGON777:
LordKofu wrote:Ugh, the constant noise of those spike pillars is annoying as hell.
I agree with LordKofu. On top of that, you forgot to include the custom song in the download, so the only sound the player hears throughout the level is the repeated "ka-pow"s of the spike pillars. You should remove the sound effects from all the events.
Anyway, my review:
This level is quite bland, not because it lacks scenery (I really couldn't care less about whether a level is well decorated), but because it lacks NPC variety, even more so than Ludwig's Flaming Fortress. The only hazards are Dry-Bones, Podobos, 9 spikes, 4 lava tiles, and the spike pillars, which are more annoying than threatening since it seemed like you have them placed
just far enough away from each other so that the player doesn't have enough time to make it past the second one and is forced to wait for it to rise again (and waiting = boring = not fun). Plus, the level is quite short; only two sections before the level-ending door.
Sure, the level has stars and a secret exit, but they really serve to pad the level out more than anything since the player can only collect them in a certain order. The one in section 3 isn't too bad, but then the player has to backtrack through section 2 to get the second star, then has to go
back through section 2
again to get the third star,
then has to play the
entire level
a second time to get the secret exit! Forcing the player to backtrack is bad design already, but this is just ridiculous. Maybe if the stars changed the level in some fundamental way, this would be passable, but they just make the player go through the same sections multiple times, and that's just tedious.
Summary:
GOOD:
-Graphics aren't terrible.
BAD:
-Sound effects in event loops.
--NO MUSIC.
--LITTLE NPC VARIETY.
-Level is short, not counting the padding.
--PADDING.
In conclusion: I know you want each level in your episode to have three stars, but it is rarely a good idea to make the player backtrack for them. The only time it works is if the block placement and NPC placement are designed in such a way that going through a level backward is inherently different than going though it forwards, and even then, it only works once; forcing multiple backtracks and multiple play-throughs of a level just to get everything is never good design. I'd say this deserves a 3.5/10.