DogLivesMatter CREATIVITY: 12/30 LEVEL DESIGN: 22/40 AESTHETICS: 6/10 TOTAL: 40/80 COMMENTS: Not bad for a first try, but I think you could have explored the double jump gimmick a bit more and extended the level a bit. There was nothing outstanding, but at least it does its job. After the midpoint you can easily skip the fuzzy by simply double jumping over the muncher floor it's on. And finally, I thought the grey climbing nets were climbable at first... ================================================= Luansilva12 CREATIVITY: 10/30 LEVEL DESIGN: 15/40 AESTHETICS: 6/10 TOTAL: 31/80 COMMENTS: Not bad, but unfortunately it's not my cup of tea either. Right now it's very basic and unfocused with no variation of setups whatsoever besides random enemy hopping. The white shadow of the mushroom ledge is too dark and could be brightened. Also, your choice for tile 1F0 was very bad since they are the ones used when changing directions on GHB's pipes and look cutoff-y. ================================================= GbreezeSunset CREATIVITY: 30/30 LEVEL DESIGN: 38/40 AESTHETICS: 9/10 TOTAL: 77/80 COMMENTS: Awesome level! It's honestly a bit bothersome to mess with L+R, but at least you nailed it well and it definitely captured the savestateless spirit of the contest. I still haven't figured out how to get the moon though :p ================================================= user23507 CREATIVITY: 17/30 LEVEL DESIGN: 23/40 AESTHETICS: 8/10 TOTAL: 48/80 COMMENTS: This is decent, but the moles were used in very basic ways if you know what I mean... I expected a bit more. There was also no way to anticipate that the ON/OFF switch would automatically get activated by a hidden blue shell off screen. The difficulty is quite appropriate though! ================================================= Superwario1999 CREATIVITY: 26/30 LEVEL DESIGN: 28/40 AESTHETICS: 7/10 TOTAL: 61/80 COMMENTS: That was super creative! I like how you made great usages of the bubbles. At the beginning you can take a hit from the explosion of the first bomb without relying on the second bubbled bomb (the one that you must control the ON/OFF switch blocks) by tossing it at the spiny and jumping at the same time. That one autoscrolling room was kinda boring, but at least everything was predictable. Be aware of the cutoff that shows up when you scroll the camera to the right at the end of the penultimate room and how you can get trapped with no way to reset! ================================================= Morsel CREATIVITY: 29/30 LEVEL DESIGN: 36/40 AESTHETICS: 6/10 TOTAL: 71/80 COMMENTS: hoo boy what to say As always a super clever level! I dig the Kaizo Mario vibe, although you could have worked a bit more with the aesthetics. Some segments are pretty hard to pull off savestateless (one instance being the platform surfing room). But that could be more something on my end! ================================================= Zircon CREATIVITY: 17/30 LEVEL DESIGN: 18.5/40 AESTHETICS: 6/10 TOTAL: 41.5/80 COMMENTS: This is way TOO unnecessarily hard for kaizo light and has way TOO much precision, making you lose a lot of points... the sprite spam didn't help in the slightest, not to mention that you always reset back to the beginning once you die several times before the first and only midpoint. Some midpoints would suffice. Those homing bullets are finicky and annoying to deal with, especially on a tight space like that :s Extra mention to the repetitive magikoopa bits that were more boring than fun in all honesty. ================================================= Pseudogon CREATIVITY: 20/30 LEVEL DESIGN: 37/40 AESTHETICS: 9/10 TOTAL: 66/80 COMMENTS: Short but enjoyable! Although not that innovative, it's very well designed. Some platforms could be taken out since they are useless (like the first chained platform) and some coins added in their place to guide you! ================================================= Aqua-Grove Prod CREATIVITY: 14/30 LEVEL DESIGN: 20/40 AESTHETICS: 6/10 TOTAL: 40/80 COMMENTS: Remember to make your level on the base ROM next time, buddy! Overall, this isn't as interesting as I thought it would be. A jumping piranha plant race sounds defs interesting, but the execution here leaves a lot to be desired. You can keep a shell and use it to hop to the pipe in the rooms the plant is in, which is pretty lame :s Also, what's the point of the blue P-switch in the second room? It has no purpose because I can simply use the gray P-switch to get to the pipe leading to the midpoint. ================================================= Sokobansolver CREATIVITY: 28/30 LEVEL DESIGN: 28/40 AESTHETICS: 6/10 TOTAL: 59/80 COMMENTS: The gimmick is enjoyable, but it starts to become sort of an annoyance when you can't predict the enemies touching the blocks that could kill you in a hit or not (such as the fuzzy in the second-to-last midpoint). I found myself using savestates at certain points, although I don't know if it might be just my playing skills or the level itself! Don't get me wrong, this level is super clever nonetheless. ================================================= lolyoshi & Lazy CREATIVITY: 26/30 LEVEL DESIGN: 37/40 AESTHETICS: 7/10 TOTAL: 70/80 COMMENTS: This is a pretty hilarious gimmick! I dig how both of you have taken advantage of the fact that all sprites will kill you [including the platforms]. The only thing that kinda irked me is the palette, as it's way too yellow and could've been toned a bit, but that's just me! ================================================= SwagAssMustafa CREATIVITY: 14/30 LEVEL DESIGN: 23/40 AESTHETICS: 6/10 TOTAL: 43/80 COMMENTS: This doesn't look all that innovative even though it can be done savestateless if you just try enough times. Like, nothing happens. You have invisible coin blocks over the checkered YI background which create cutoff once you hit them, and there are two shells at the beginning you can use to get rid of all killable obstacles up to a certain point. Also, you can steer to the left side to not get hit by the smasher in the Wendy fight which only strikes near the end of the screen, which seems quite weird and not much of a threat. ================================================= msi810 CREATIVITY: 18/30 LEVEL DESIGN: 20/40 AESTHETICS: 6/10 TOTAL: 44/80 COMMENTS: This level literally boiled down to a bunch of annoying jumps and enemies thrown at your face combined with the wind gimmick. Not fun at all. I found myself using savestates at certain points. The music is also kinda relaxing for an environment like this. ================================================= Sixcorby CREATIVITY: 27/30 LEVEL DESIGN: 32/40 AESTHETICS: 7/10 TOTAL: 66/80 COMMENTS: Really nice and hilarious usage of the "die if sprites touch a block" gimmick! I feel you've been a little hard at it way later or so (such as the layer 2 smash room), and I assume the coins could be confused as actual collectibles in this case, but that could be me given that it's the overall gimmick of the level. ================================================= NGB & Sariel CREATIVITY: 29/30 LEVEL DESIGN: 33/40 AESTHETICS: 9/10 TOTAL: 71/80 COMMENTS: Pretty intense and enjoyable overall! Having to kill the rocks was really repetitive in general, but at least the gimmick was pretty innovative enough to be able to pull it off savestateless. I like how you guys took the sliding gimmick to its fullest~ ================================================= Hook CREATIVITY: 21/30 LEVEL DESIGN: 28/40 AESTHETICS: 9/10 TOTAL: 58/80 COMMENTS: This seems pretty basic if you ask me! You can use the star you intentionally used to skip a part to break a few segments with the key later. The usage of enemies (especially the para-spinies) is pretty nice, and the dragon coins were strategically placed and very well spread. ================================================= idol CREATIVITY: 29/30 LEVEL DESIGN: 37/40 AESTHETICS: 9/10 TOTAL: 75/80 COMMENTS: This is actually pretty clever and cohesive by itself! The castle graphics stand out a lot, and the level design itself is really well thought (who would have thought about a note block but for sprites instead ala JUMP??). It's just so good. Some obstacles were kinda unpredictable, but that didn't take the fun I had with it! ================================================= white_moth CREATIVITY: 20/30 LEVEL DESIGN: 28/40 AESTHETICS: 8/10 TOTAL: 56/80 COMMENTS: Not that bad, albeit a bit short. I just found myself having trouble timing some jumps, such as the second jump involving yoshi and tile 1F0. It can still be possible without savestates if you try enough times! ================================================= FrozenQuills CREATIVITY: 23/30 LEVEL DESIGN: 28/40 AESTHETICS: 9/10 TOTAL: 60/80 COMMENTS: Nice vanilla variation of what seems to be the invisible yoshi glitch. It had some really tricky jumps, but it can be pulled off really well. This variation of tile 1F0 could confuse people into thinking it's either solid or just plain decoration. It's still more acessible to everyone so props to that. ================================================= NexuS15 CREATIVITY: 26/30 LEVEL DESIGN: 30/40 AESTHETICS: 8/10 TOTAL: 64/80 COMMENTS: Good level! I could already notice some basing off of Medusa's Lair. It felt pretty straightforward at times and also really intense. The first blue-but-green pipe could've been changed into an actual blue pipe though, as most people would have assumed it would be impossible to get past the bowling ball. There was some minor cutoff in the last section (of which I didn't even notice at first), but I'm sure you already know that. ================================================= Hobz CREATIVITY: 27/30 LEVEL DESIGN: 26/40 AESTHETICS: 7/10 TOTAL: 60/80 COMMENTS: What a blast of a level! It felt extremely difficult to time when to use the mushroom as an actual powerup and when to use it to transform into a message box or a thwomp, forcing me to keep hold of savestates sometimes (especially while reducing our jumps). At least it offers midpoints so it's not completely unfair but still! Pretty creative idea though. ================================================= snoruntpyro CREATIVITY: 30/30 LEVEL DESIGN: 37/40 AESTHETICS: 9/10 TOTAL: 76/80 COMMENTS: Yet another blast! Your usage of aesthetics was outstanding and so is the overall level design. Some of the cutoff water could be fixed (not the waterfalls), but that's the least of the issues. Pretty nice job at making this more beatable to people who don't play kaizo~ ================================================= Koopster CREATIVITY: 20/30 LEVEL DESIGN: 25/40 AESTHETICS: 8/10 TOTAL: 53/80 COMMENTS: the chil Really straightforward level. Some venus fire trap obstacles were quite repetitive - especially the ones with the sinking platforms that take forever to sink. It was still particularly funny in the sense of not including any munchers as a challenge but basing yourself more on -annoying- enemies. ================================================= AbuseFreakHacker CREATIVITY: 28/30 LEVEL DESIGN: 27/40 AESTHETICS: 7/10 TOTAL: 61/80 COMMENTS: That was a pretty tough yet super clever level in my opinion! You kinda nailed the savestateless feel in some parts ("kinda" because sometimes you can't pull it off without savestates sometimes), especially the more unobvious screen scrolling parts if you don't watch the video. Some rooms felt rather random, and it was weird how the throw blocks can't be grabbed sometimes in the Bowser fight (which I assume is due to the amount of sprites in there). Some midpoints would suffice for those who aren't willing to get through the entire level from the beginning once they die due to the overall difficulty. The aesthetics aren't the best, and the music is pretty loud but fitting. ================================================= chosentwo CREATIVITY: 21/30 LEVEL DESIGN: 25.5/40 AESTHETICS: 9/10 TOTAL: 55.5/80 COMMENTS: What an annoying level sometimes D: Dodging the reflecting boos was extremely tough to be done without savestates, which is definitely a factor for point deduction. I don't think you even took in mind the kinds of people who play toolless kaizo. Especially the boo fight. Even though the level is well designed in general, I think it would be more suiting in Kaizo: Hard due to the overall difficulty. Glad you implemented some checkpoints though. ================================================= Tob CREATIVITY: 24/30 LEVEL DESIGN: 32/40 AESTHETICS: 9/10 TOTAL: 66/80 COMMENTS: Really top-notch level in general. You definitely caught the savestateless feel really well by also placing reset doors. You don't need the second key at the beginning to progress - just use the first key to enter the door. It's a pity that you might have to restart the level entirely once you choose to retry upon dying, because this would be more manageable to try enough times! ================================================= xHF01x CREATIVITY: 17/30 LEVEL DESIGN: 20/40 AESTHETICS: 8/10 TOTAL: 45/80 COMMENTS: That was more unnecessary item babysitting with a lot of precision jumps than anything. It's all the same gimmick but with different setups and messed up focus. Not that interesting if you ask me D: ================================================= yogui CREATIVITY: 27/30 LEVEL DESIGN: 30/40 AESTHETICS: 8/10 TOTAL: 65/80 COMMENTS: Super clever gimmick overall. Some jumps were really hard to time right, but this was an outstanding level that gave you a lot of leeway. There was just this weird freeze for two seconds everytime you entered the doors followed by the Bowser music. ================================================= ThePat545 CREATIVITY: 27/30 LEVEL DESIGN: 32/40 AESTHETICS: 6/10 TOTAL: 66/80 COMMENTS: What a weird but clever level lol. The messages were kinda funny and stunned me though. While it consists on a myriad of setups involving layer 2, it's pretty interesting to play. You could have at least worked with the aesthetics instead of leaving it entirely out of cement blocks (and the music is super loud too). Some layer 2 sections required tough luck from you to get past though! ================================================= Big Brawler CREATIVITY: 18/30 LEVEL DESIGN: 20/40 AESTHETICS: 6/10 TOTAL: 44/80 COMMENTS: This level just... happened. It doesn't have much focus, although one pro is that you can beat it without savestates. It just throws some enemies at you while leaving a lot of room to kill them. That seems unfortunate but you still tried your best anyway! Requiring the player to beat the entire level twice to get both exits is kinda annoying to be very honest. ================================================= Minuy600 CREATIVITY: 17/30 LEVEL DESIGN: 18/40 AESTHETICS: 6/10 TOTAL: 41/80 COMMENTS: Yet another level that doesn't have enough focus and is quite short. It's not that innovative and you left glaringly obvious cutoffs in places like where you inserted the climbing net and the area where you start at the midpoint... Also, you can get above some obstacles for one screen near the end. ================================================= alexandrite CREATIVITY: 21/30 LEVEL DESIGN: 22/40 AESTHETICS: 7/10 TOTAL: 50/80 COMMENTS: This could have been a more interesting level if it focused on something other than just (gravity oriented) goombas. You managed to focus on only that, and when you included it, it's mostly basic hops on goombas. You can also wait without doing anything in the P-switch bit. Overall, really cool idea but could have been executed even better! ================================================= Cavin856 CREATIVITY: 16/30 LEVEL DESIGN: 21/40 AESTHETICS: 7/10 TOTAL: 44/80 COMMENTS: A pretty basic level but with some major breaks that could have been easily avoided. You can spit out the first springboard while on Yoshi and skip the gap, then get to the other Yoshi and use the blue shell to fly above the entire level. It's still doable without savestates, which is good, but if it wasn't for the breaks this could be an average puzzle level with some minor sequence breaks! ================================================= Linkdeadx2 CREATIVITY: 23/30 LEVEL DESIGN: 28/40 AESTHETICS: 8/10 TOTAL: 59/80 COMMENTS: Nice usage of tile 1F0 overall! Definitely fitting music except for the goal orb section, but it only lasts for a short while. Some sliding Chuck bits were kinda repetitive, but that didn't take the fun I had with it. What's the purpose of the enclosed shell in the vertical room by the way? ================================================= MiracleWater CREATIVITY: 27/30 LEVEL DESIGN: 31/40 AESTHETICS: 9/10 TOTAL: 67/80 COMMENTS: That was RADICAL. What can I say? The fast smasher room was pretty tough to pull it off without savestates, but that might be me. The second room was kind of unobvious when you reached the homing thwomp because I didn't really know what to do and thought I got stuck. It was quite hard. Still though, I like the 1F8-esque inspiration. Nice music choice tho! ================================================= natnew CREATIVITY: 20/30 LEVEL DESIGN: 27/40 AESTHETICS: 7/10 TOTAL: 54/80 COMMENTS: Oh, this level. It's decently done to say the least, but avoiding death blocks as the main focus is pretty boring. You could have tweaked it in a much better way than that. And the big boo boss is actually really easy and you don't need a fourth P-switch. It's just stand on the spotlight block while waiting for ghosts! Also, I managed to mute all sounds in the coin snake room somehow... I don't know what causes that. ================================================= TheBiob CREATIVITY: 23/30 LEVEL DESIGN: 29/40 AESTHETICS: 9/10 TOTAL: 61/80 COMMENTS: Real creative level, although it does get really hard later on if you don't know what to memorize - in fact, it took me a while to figure out the rope mechanism section. I'm not sure what's the point of the platform that's on the same line as the rope, but alright! Good to see there's a checkpoint that saves your progress all you wish, which is an advantage. ================================================= Centipede CREATIVITY: 23/30 LEVEL DESIGN: 31/40 AESTHETICS: 9/10 TOTAL: 63/80 COMMENTS: I like how this level has at least a tiny bit of focus on the "plantaporting" glitch. It's definitely pretty clever, but some sprites' graphics become glitchy sometimes, such as one of those brown swinging platforms whose left corner transforms into a cloud. Not to mention the reskins of some sprites seem a bit wacky too, but that's just my opinion! It gets really difficult in some points, but at least you gave some leeway. ================================================= a hick CREATIVITY: 20/30 LEVEL DESIGN: 23,5/40 AESTHETICS: 9/10 TOTAL: 52.5/80 COMMENTS: You definitely managed to make people beat your level with savestates, which is not the point of this contest. The pokey bits, especially the one at the beginning, was extremely hard to get past without savestates due to how close the pokey reaches the ceiling enough to block you and some other difficult sections. While it's still clever, you went way too overboard...