See Level | 78/100

***THIS IS A CONTEST REVIEW AND DOES NOT EFFECT THE LEVEL SCORE***

First of all, nice of you to try out tiling & scenery with Layer 2 as default. It's not done often, and it's an unique take on scenery. This level actually makes use of it pretty well too! Take the Thwomp behind the trees, for example. Or Mario walking behind a bunch of pillars. The scenery department in general was pretty awesome! Although you should put the pillar variations w/ shadows at places like X:2200, otherwise they cause a minor cut-off.

The gameplay is, to be honest, where this level struggles sometimes. There's a mix of great challenges and some awesome backtrack here and there, but there's also some challenges that just shouldn't be here. The biggest example of this would be the Eerie overload at the bridge section. Generally, to be fairly honest, this level may have been a little too difficult for the contest, but for players looking for a challenge, this level is a pretty good deal.

The atmosphere in this level is one of the highlights. The music, tiling, background, mix of poison thrown into it, and the way the tiles are placed all add up to creating a great atmosphere.

06/26/18 at 4:35 PM

See Level | 90/100

***THIS IS A CONTEST REVIEW AND DOES NOT EFFECT THE LEVEL SCORE***

Ah, a new MB level! Seeing a new level posted from you in the LP notifications is always a rare, but great moment!

While the previous level (the Spiral Mountain one) had some big issues, this level improves on all of them: the tiling, scenery, gameplay, and so on have all seen quite a lot of improvements. All of them have been quite polished, and it's clear you put effort into them. Nice!
The presentation of this level is awesome too. The relaxing music, the mysterious textbox message, the atmospheric music, the background... I can't help but think how similar it is to Forest of Delusion! Even the tiling is the same with its use of boxes and Munchers inisde the tiling. I guess great level makers just think alike. :P

The only thing I can really complain about, is that the challenges aren't really that diverse. You see, there's nothing much in the level that really distingues the first and second half of the level. To keep players interested, you should add some variety here and there. You see, most of the level is just, avoid enemies, backtrack, jump across a gap, repeat. How about a section where you jump from vine to vine, or go underground for a bit? It keeps the level interesting and unique throughout the whole level, since it can get a little stale otherwise.

That's about the only thing I can really complain about tho. The rest of the level is awesome. Bound to do pretty well in the contest!

06/26/18 at 4:35 PM

See Level | 85/100

***THIS IS A CONTEST REVIEW AND DOES NOT EFFECT THE LEVEL SCORE***

Pretty neat level! The constant change of environments and its different type of gameplay each environment offered is what made this level really enjoyable. You're always looking forward to what's next; keeping the player interested in the level.

The tiling in this level is great too. The visuals stay pretty consistent throughout the level, generally sticking to blue tilesets, which looked beautiful. There's even a lot of blue enemies!

What I don't really like TBH, are the use of invisible blocks. I'd rather have there be solid tiles there so its clear you can't go past a certain area.
Also I've noticed that challenges don't really have time to develop here. I mean, this level constantly throws new challenges at you, and then never to be seen again. Get what I mean? As soon as the player gets used to one of them, they're gone! It would be better if you introduce a type of challenge in an easy area, and then create a more difficult variation of it. An exception to this was the waterfall section, this area was actually pretty well designed!
Lastly, there's an odd cut-off at X:7400. But other than that, a pretty fun level!

06/26/18 at 4:35 PM

See Level | 55/100

***THIS IS A CONTEST REVIEW AND DOES NOT EFFECT THE LEVEL SCORE***

I'm actually a big fan of the Kishōtenketsu-level design. It's an awesome way to introduce a concept really quick, often starting in a safe place, then develop it and have the player go through more difficult challenges later using the same concept.

And this level certainly doesn't lie, it definitely makes use of it! You start off with all these water platforms, definitely making clear that that's the gimmick of this level. You use them to drop through water later, and there are lots of enemies to avoid on them at the end, giving the player an extra challenge with them.

There is one, one big problem tho. This platform gimmick gets boring and repetitive really fast. With this type of level design, you need to have a great gimmick too! This just results in the level feeling a little boring for the most part.
And I don't think it really utilizes the Kishōtenketsu-concept that well either. The level barely does anything else with the gimmick, aside from X:1600, which was actually optional!

The combination of platforms, water and barely any hazards/too few enemies make the level a bit too simple. There needs to be a bit more challenge. I mean, you can actually hold up+right until X:1600 without taking damage.

This wasn't a bad level tho. There's still things in this level that were great. The advance coin placement was nice, and finding out where the key was was actually a lot of fun!

06/26/18 at 4:35 PM

See Level | 90/100

***THIS IS A CONTEST REVIEW AND DOES NOT EFFECT THE LEVEL SCORE***

Wow! You truly are a master of classic levels, Przem!

This level is completely filled with genius backtrack challenges. The use of having Fire Bros destroy ice blocks and having to find a Fire Flower to break them yourself in particular was one of this level's main gimmicks, and I think it's used pretty well here.

Enemy placement felt perfect too. There wasn't anywhere in the level where I felt dying from an enemy was unfair. It makes the level really fun to play, especially with the great music and scenery.

The scenery, by the way, is pretty nice too. There's a varied amount of scenery and it stays pretty consistent throughout the entire level.

The only problem I really have is that the level never does anything interesting or surprising. It's just similar challenges over and over. There needs to be something that keeps the player interested in your level! The little cave section with the Switch for example was a cool little challenge, but it ended really quickly, and the challenge wasn't ever used again in the level.

06/26/18 at 4:35 PM