##-000-## design: 23/50 creativity: 15/30 æsthetics: 11/20 total: 49/100 comments: The use of 1F0 is decent here in places, though it makes no sense in this setting. Bricks shoved in the sides of cliffs look pretty ridiculous, and those bricks having 1F0 behavior is even more out of place. While the design is decent at times with some creative setups, it mostly feels like a tacked-on gimmick--most of what's done with 1F0 here either could be done just about equally with ordinary ledge tiles, or hardly serves a purpose in the first place. In the end it really just doesn't stand out, but it's by no means terrible. --------- ##-001-## design: 25/50 creativity: 9/30 æsthetics: 16/20 total: 50/100 comments: A simple and straightforward, but enjoyable romp. It's nothing new, but what it does it does pretty well. Some of the koopa placements are questionable, being a bit too close to the edge of high jumps. Not much else to comment on, but solid overall. --------- ##-003-## design: 30/50 creativity: 18/30 æsthetics: 13/20 total: 61/100 comments: I like a lot of the ideas presented in theory, but the execution could have definitely been better. Most of the design problems I have with this level are with the Thwomps; it's one thing to use them as spinjump targets, which can be done well, but when having to make them fall in the first place, consecutively, it's almost never a fun mechanic, especially with other hazards involved (the 3 Thwomps with the saw overhead is the most notable example of this). When combined with the falling platforms there is often not enough or barely enough time to react. The section right before the first midpoint is very awkward to get through as well. For the most part otherwise though the platforming is creative and enjoyable. Some of the jumps in the second half are a bit frustrating but not terribly so. Standard stuff æsthetically; I'm not sure exactly what the white thing on layer 3 is supposed to be, but it's a bit distracting. --------- ##-004-## design: 12/50 creativity: 6/30 æsthetics: 14/20 total: 32/100 comments: I don't think the autoscroll really works here, even though the level is clearly designed arond it. Autoscroll levels are notoriously boring if they don't find a way to keep you moving, and for most of this level that's very much the case. Autoscroll aside though, this feels like a watered-down SMW level, and not in a good way. --------- ##-005-## design: 1/50 creativity: 0/30 æsthetics: 12/20 total: 13/100 comments: It's so short there's hardly anything to comment on, but this really feels like an edit of existing levels, mashed together into something less good than what the original ones were. It's first-level tier, not contest tier. --------- ##-006-## design: 13/50 creativity: 14/30 æsthetics: 11/20 total: 38/100 comments: I'm not sure I really get what you were going for here. There is evident effort to be creative but everything feels scattered a bit aimlessly; there's no real sense of flow or progression, and it's just not very enjoyable. The individual block spam is not the nicest thing to look at either. --------- ##-007-## design: 14/50 creativity: 11/30 æsthetics: 12/20 total: 37/100 comments: I'm reminded by this level of that one infamous TMNT NES level, what with all the brightly colored death plants. This kind of æsthetic has definitely been used better, and it doesn't really make sense here; if anything it makes the level more annoying to play. There's nothing particularly interesting design-wise, but it's not terrible. --------- ##-009-## design: 8/50 creativity: 9/30 æsthetics: 0/20 total: 17/100 comments: Was this....reeeeeeeeeally necessary? The whole æsthetic meme was fun in the past but it's overstayed its welcome by now, and I don't think there's any better proof than this level, which has to be one of the ugliest I've ever seen. The design is bland and often repetitive while somehow being all over the place at the same time; there's little that draws attention other than the completely headache-inducing visuals (especially the inside section). --------- ##-010-## design: 32/50 creativity: 21/30 æsthetics: 19/20 total: 72/100 comments: This one is pretty decent. The sewer æsthetic is nailed, with excellent use of SMW's resources in that regard. The overall concept and design is simple but effective, a bit repetitive but not to the point of becoming obnoxious. The "credits room" is a bit out of place, especially considering it leads to an effortless goal, though it does make the secret exit a bit less obnoxious; it would have made more sense to scrap that area entirely and preferably have the message box at the start of the stage rather than the end. Some of the invisible coin block placements felt a bit random, and the P-switch segment really didn't need to be there, but overall it achieved what it set out to do, and was enjoyable to play through. --------- ##-011-## design: 7/50 creativity: 12/30 æsthetics: 14/20 total: 33/100 comments: This level left me feeling very confused. The main level is uninteresting at best, and while the secret exit is neat in concept, it doesn't really work very well here. The enemies don't seem very strategically placed which makes actually getting the secret exit more of a chore than an enjoyable experience. And I may be missing something here, but I have no idea what that hint room is supposed to accomplish. --------- ##-012-## design: 22/50 creativity: 10/30 æsthetics: 11/20 total: 43/100 comments: Gotta say right off the bat that I really don't like the use of the shells as tiles. It makes the level visually awkward and more annoying to play. From a design standpoint, it's alright, and doesn't have any huge flaws, but there isn't much to focus on and it doesn't offer much to actually think about. --------- ##-014-## design: 48/50 creativity: 30/30 æsthetics: 14/20 total: 92/100 comments: A great example of how you can make a well-designed, fun and creative level without the need of a classy æsthetic. The visuals are definitely nothing special to look at, but they make perfect sense in context. This is almost definitely the most creative use of Blarggs I've seen, and both exits are very fun to play, with plenty of variety and lots of interesting arrangements, though there are a couple instances where the jumps are a bit too tight. Very well done. --------- ##-015-## design: 0/50 creativity: 0/30 æsthetics: 6/20 total: 6/100 comments: If you have to include a message box saying your level sucks, why bother even submitting it? It's not lying either. Nobody wants to walk on completely flat terrain for an entire level while mindlessly dodging mindlessly placed enemies. --------- ##-016-## design: 14/50 creativity: 13/30 æsthetics: 5/20 total: 32/100 comments: Right off the bat, the æsthetic here is a total disaster. The colors are terrible, and it's often hard to tell what is solid and what isn't; not to mention it's waay too cluttered--and that applies to the design as well. There are lots of potentially good ideas here but they're really not well implemented. Everything is super cramped with little room for error, and it doesn't make for an enjoyable experience in the slightest. --------- ##-017-## design: 36/50 creativity: 10/30 æsthetics: 14/20 total: 60/100 comments: Solidly designed, it's nothing that hasn't been seen before but it serves its purpose. The Fuzzies are used well, and provide a suitable challenge. Pretty straightforward, not much else to say. --------- ##-018-## design: 22/50 creativity: 6/30 æsthetics: 13/20 total: 41/100 comments: It's decent to play, but it's not interesting at all. Outside of the simple Thwimp retexture there's nothing new or exciting. and while the design isn't -bad-, it doesn't pose many challenges and doesn't really develop its ideas. The P-balloon side segment is a chore (long and boring with no challenge at all). The secret exit is probably the most interesting part of the whole level, but even there it's nothing special. æsthetically it's nothing new, and the palette is not the best. --------- ##-019-## design: 16/50 creativity: 9/30 æsthetics: 14/20 total: 39/100 comments: Starts off pretty standard fare, nothing to be too excited about but not too boring, but it very quickly gets repetitive. Playing through it I thought I had actually looped around at some point because it felt so similar to what was already played. I also think you could have expanded more with the skull rafts instead of just using existing ideas from SMW. --------- ##-020-## design: 46/50 creativity: 28/30 æsthetics: 14/20 total: 88/100 comments: Fantastic use of the ceiling fall trick. I love how cleverly everything is organized; the puzzles make you think just enough to keep it fun. My only major gripe with the design is that carrying the fire flower to the Yoshi in the first half is more difficult than it really should be, in comparison to the rest of the level. Aside from that, the rest of the level was great. --------- ##-021-## design: 26/50 creativity: 12/30 æsthetics: 14/20 total: 52/100 comments: Not bad. It's an enjoyable level overall, though there are some questionable enemy placements, saws in particular, that make it a bit more annoying than maybe it should be. The second half is better than the first by quite a bit, with more intuitive design as a whole. The spring carry wasn't really necessary, though, and detracted from the experience a bit. --------- ##-022-## design: 24/50 creativity: 16/30 æsthetics: 16/20 total: 56/100 comments: This is on the right track to being good, but it definitely still needs refinement. I like the openness, however it may be a bit too open--many sections feel empty, and the sections that aren't are often crowded. A bit more balance of challenge would have done this level well. I like the visuals as well, though the houses totally look like you can walk through them and that tripped me up a bit. --------- ##-023-## design: 20/50 creativity: 13/30 æsthetics: 16/20 total: 49/100 comments: The level is visually appealing and has some decent ideas, but it's far too short to remain interesting or really be enjoyable as a whole. Some parts are a bit cramped while others are just boring to play through, and the grinder + muncher dragon coin setups are moderately annoying. --------- ##-024-## design: 36/50 creativity: 23/30 æsthetics: 20/20 total: 79/100 comments: The one thing you nailed here are the æsthetics. It's really beautiful to look at, and I really have no complaints in that aspect. I love the use of the lava especially, both visually and design-wise. There are several places where I feel the Yoshies are badly positioned, making certain layer 2 bits more annoying than fun, and some of the jumps involving the Podoboos are pretty quirky. I'm not a fan of the secret exit either; there isn't much fun to come out of mushroom bouncing, and timing the block hitting with the Podoboos is not very friendly. Otherwise, though, it is an enjoyable level. --------- ##-025-## design: 20/50 creativity: 24/30 æsthetics: 14/20 total: 58/100 comments: I can tell this is trying to be good. It's clever, and there are quite a few interesting concepts thrown about. However, in many cases the execution is less than stellar. Some parts are actually pretty fun, but a lot of it is way too precise for its own good, and makes what could be some "whoa that's cool, this is awesome" moments into "why would you do this" moments. --------- ##-026-## design: 29/50 creativity: 18/30 æsthetics: 19/20 total: 66/100 comments: The æsthetic concepts here are great, but the gameplay isn't anything notable. It's a very playable level, but it also gets a little bit repetitive, and the rope sections (especially the last one) could have been thought about a bit more thoroughly--they can be awkward at times and in a couple instances seem to expect the player to know exactly what's coming (see: the last one) without enough reaction time to make on-the-spot judgements. The diagonal pipes probably could have been left out, as they don't really do anything for the level other than make me question your thought process. Otherwise it's fine, but not impressively so. --------- ##-027-## design: 2/50 creativity: 2/30 æsthetics: 13/20 total: 17/100 comments: If these are "tests", what exactly are they testing? They feel more like unfinished level fragments tied together with an excuse. Aside from the last one, they all feel pretty similar in that there's little challenge and lots of mindless platforming, which seems to be quite the opposite of what it's supposedly trying to accomplish. The last area, on the other hand, is completely ridiculous, and if there was any merit to the rooms before it, this spoiled it. A total mess that I never want to have to look at again. My head hurts. --------- ##-028-## design: 32/50 creativity: 19/30 æsthetics: 15/20 total: 66/100 comments: This starts out pretty neat with the translucent blocks, and I wish that concept was expanded upon more since it only shows up a couple times. There are some interesting uses of the water in the first half but a fair amount of it is pretty frustrating due to the timing of some of the saws being difficult to get right, especially with water physics. Some of the line-guide platforming is a bit too tight as well. The second half with the layer 2 was done very well, on the other hand--some really neat setups. It's æsthetically simple but there's nothing noticeably bad, and the colors have a nice contrast. --------- ##-029-## design: 14/50 creativity: 10/30 æsthetics: 7/20 total: 31/100 comments: First things first, the colors used are distractingly ugly. That's already a bad start. The level itself is mostly bland, with few real obstacles. Nothing is used even remotely to its full potential; while keeping a theme is good, you still have to make it interesting, and this level does not do that at all. --------- ##-030-## design: 1/50 creativity: 1/30 æsthetics: 13/20 total: 15/100 comments: There's so little to do in this level I'm struggling to find things to even comment on. It's incredibly bland, with hardly any obstacles at all, and it's also very short. I don't see any evidence of effort in the design here. --------- ##-031-## design: 9/50 creativity: 7/30 æsthetics: 14/20 total: 30/100 comments: Mostly uninteresting and loaded with unnecessary projectile spam (mindlessly putting Baseball Chucks everywhere is not good level design!). It's a cluttered mess that's hardly a good time. Nothing much to say about the standard æsthetic, but the music is pretty unfitting. Playing the same level but with more Chucks and a few other minor changes for the secret exit is also pretty lame. --------- ##-032-## design: 28/50 creativity: 17/30 æsthetics: 13/20 total: 58/100 comments: The painting concept is super clever, and I wish it was developed further, because it felt like it ended just as it was getting interesting. What's here is pretty nice, straightforward but fun, but it definitely is begging to be longer. The interior of the castle felt a little bit monotonous æsthetically, could have used some more color outside of the actual paintings. --------- ##-034-## design: 9/50 creativity: 6/30 æsthetics: 14/20 total: 29/100 comments: The palette is decent, and that's about the only "good" thing. I think this level tries to do too many things and does them at a very mediocre level, rather than doing just a few things and doing them well. It's almost like you tried to just use as many different enemies as possible. There is hardly anything new put on the table, and what is there just isn't much fun. The line guide section is particularly badly made, with both boring waits and cramped enemy placement. The secret exit is nothing noteworthy either. --------- ##-035-## design: 2/50 creativity: 0/30 æsthetics: 0/20 total: 2/100 comments: Terrible design aside, this level is borderline unplayable due to all the sprite memory issues. That alone is enough for me to give a low score, but as implied the design is completely repetitive, boring and overall poorly concieved. Spamming the same obstacle over and over again with no thought is not good design. --------- ##-036-## design: 4/50 creativity: 14/30 æsthetics: 2/20 total: 20/100 comments: This is incredibly frustrating. Not only is it insanely visually confused and hard to look at, but it's thrown together so haphazardly it's hard to believe somebody could look at this or play this and be like "Yeah. That's a level people will want to play". The concepts could potentially be done well, the vine gimmick in particular, but the execution is terrible, and the first half is almost unplayably bad. I have no positive words for this, really. --------- ##-037-## design: 26/50 creativity: 14/30 æsthetics: 16/20 total: 56/100 comments: A nice, simple level. It doesn't do much new, and it's not super interesting, but it doesn't commit any major crimes either. The visual concept is good, but some things do clash a bit and a bit more contrast couldn't hurt. Some enemies (Chucks in particular) could give a bit more reaction time. Overall not bad. --------- ##-038-## design: 5/50 creativity: 2/30 æsthetics: 12/20 total: 19/100 comments: This is kind of a mess. There are so many different elements that don't work together, it's as if this is the amalgamation of five different mediocre levels all shoved very poorly into one. It also feels like you tried harder shaping the terrain than thinking about how your level plays out. --------- ##-039-## design: 20/50 creativity: 15/30 æsthetics: 10/20 total: 45/100 comments: The first half would be a good concept in theory, but it wasn't executed very well here. There are a lot of enemies and not a lot of time to react, and it's incredibly repetitive, with the same enemies being recycled over and over again. The short music loop certainly doesn't help with that. In general the æsthetics are okay at best; the train was done pretty nicely in that regard, but the main tileset in the 2nd half had a tendency to blend together (use more colors!). The wanted sign was a nice touch, and the faux parallax was well-done, but at the same time those Galoomba Pokeys make no sense at all. Design-wise the 2nd half is better than the first half, but it still feels pretty cramped and some setups (lava lotuses in particular) should probably have been scrapped entirely. More things to dodge != better difficulty. The secret exit was a bit silly too, with no indication that you could pass through a wall that you would expect to kill you. --------- ##-041-## design: 18/50 creativity: 20/30 æsthetics: 15/20 total: 53/100 comments: The core concept here is really neat, and the visuals are good. Unfortunately, that concept is not really made very clear to the player immediately, it can get confusing quickly, and the concept as a whole is a bit overshadowed by bad enemy placement, tight jumps, and the distractingly bad music. I really want this to be good but I can't overlook the design in favor of the gimmick. On that note, the secret exit is pretty neat, albeit repetitive, but there is zero indication that beating the level once will unlock the door to the exit. Even a simple message box would have been nice. --------- ##-042-## design: 7/50 creativity: 7/30 æsthetics: 5/20 total: 19/100 comments: Ice physics + precise jumps = not good design. The entire first half is a terrible frustrating mess with zero redeeming qualities. Blind jumps into spikes, again with the precise jumps and ice physics, and unpredictable ambushes all contribute to how terrible it is, and it doesn't help that the teal palette is incredibly hard on the eyes. Luckily for you, the 2nd half is actually somewhat playable. It's still not fun to play, but it's certainly better than the first half, and 6 of the 7 design points are for the 2nd half. Wendy herself is annoying and doesn't add anything to the level, but it's nothing in comparison to the first half of the level. Thankfully it's short overall, but short length is no excuse for bad design. --------- ##-043-## design: 44/50 creativity: 28/30 æsthetics: 20/20 total: 92/100 comments: This is really great in every aspect. The visuals are wonderful, and it's chock full of clever ideas--you incorporated the floating gimmick very well. A few spots are kind of awkward to get through, but for the most part it's good and enjoyable; the autoscroll section in particular I thought was excellent. --------- ##-045-## design: 0/50 creativity: 0/30 æsthetics: 0/20 total: 0/100 comments: Nope. --------- ##-046-## design: 32/50 creativity: 24/30 æsthetics: 15/20 total: 71/100 comments: Very creative use of the pendulum platforms. I think in some parts it might have come out a bit more frustrating than intentioned, though; the placement of rocks and Diggin' Chucks throughout is often more annoying than necessary, and took away from the real focus and enjoyable part. It's certainly on the path to being great, but needs a fair bit of tweaking. --------- ##-047-## design: 26/50 creativity: 19/30 æsthetics: 14/20 total: 59/100 comments: The combination of the Dino Rhinos and Dino-Torches with the bubbles is executed well, and is pretty enjoyable until the level starts to get a bit too cluttered with spikes, circling platforms and other enemies. It starts to become mildly distracting and a bit frustrating, and less enjoyable overall throughout the latter half of the level--those platforms make navigating the bubbles much more of an unnecessary hassle. There's nothing special about the æsthetics, but they're not offensive in any way. --------- ##-048-## design: 20/50 creativity: 14/30 æsthetics: 15/20 total: 49/100 comments: The first half of this level is pretty underwhelming. It doesn't feel like you put much thought into the enemy placement here, and playing it is more of a chore than it is enjoyable. Luckily, the part inside the pyramid is much better, being more coherent but also actually being moderately interesting. Still far from great, but it's a big step up over the first half. The secret exit path is decent too, though it could have definitely been less cramped. --------- ##-049-## design: 8/50 creativity: 7/30 æsthetics: 14/20 total: 29/100 comments: It's hard to tell whether this is serious or not, but I'll assume it is. Very cramped throughout, clearly trying to do too much at once. I don't understand the connection between the two halves, and they really feel like separate levels entirely (though both with similar problems). --------- ##-050-## design: 47/50 creativity: 29/30 æsthetics: 17/20 total: 93/100 comments: This level is really fantastic. Every element is creative and fun, and they're full of new ideas with great flow. Puzzles are normally my weak point but you've combined them with the platforming in a way that is actually incredibly enjoyable. The upward dolphin segment was a bit confusing at first but still neat when looking back (probably my least favorite part though). Very well done as a whole. --------- ##-051-## design: 10/50 creativity: 8/30 æsthetics: 14/20 total: 32/100 comments: This level is just boring. It's alright æsthetically, but there's nothing from a design standpoint that keeps it interesting at all. The Thwomp + spike arrangements in the first part are thrown down without much thought and hardly pose a challenge, whereas the Boo rings in the layer 2 segment are completely obnoxious and makes that whole section unenjoyable. The spike fall at the end is unnecessary and really not fun (they rarely are). Did you really think it was a good idea to have a 1-block gap between spikes in a freefall? Not cool. --------- ##-052-## design: 25/50 creativity: 14/30 æsthetics: 15/20 total: 54/100 comments: There's potential here. The platforming is well-crafted, but the major issue is the serious lack of enemies or other obstacles. Pure platforming is not necessarily a bad thing but in this case the majority of the level seems to be set up with enemies in mind, resulting in a pretty underwhelming playthrough. The enemies that were there were used well, so why couldn't you have expanded that to the rest of the level? The secret exit path isn't a ton better in that regard, but the idea behind it is good enough to get you a pass on that one. --------- ##-053-## design: 9/50 creativity: 12/30 æsthetics: 5/20 total: 26/100 comments: Not much good to say here. There are a few nice ideas but they're either poorly designed or not fleshed out enough. The fast autoscroll in the first half is total garbage; that part would have been infinitely more enjoyable without the scroll. Using the block snakes as a chase segment is neat in concept but here there is nothing to make it interesting or fun. Throw block blockades are a pointless obstacle, and the few other things scattered throughout really don't pose much of a threat at all. It is also possible, in multiple parts, to get permanently stuck. When you remove the timer, this is an even more serious offense. æsthetically it's like an experiment gone wrong. The palette is disgustingly ugly, and the other minor edits (squaring the mushrooms??) are only detrimental to the experience. --------- ##-054-## design: 35/50 creativity: 23/30 æsthetics: 14/20 total: 72/100 comments: Very clever use of floating platforms. The vertical section is really great, with the falling rock bits reminding me of DKC2 (a very good accomplishment!). I'm not a fan of the one part in the first area where you're making the pletforms go down, as it's just tedious, and you may have gone a bit overboard with the fish in the last area, but otherwise it's great. The secret exit is pretty weird, but also interesting; I greatly prefer the main level gimmick, and this part was not executed as well as it could have been, but it's still fairly solid. --------- ##-055-## design: 11/50 creativity: 12/30 æsthetics: 15/20 total: 38/100 comments: While I think you had good intentions with the question blocks, they are reeeeally painful to deal with and make precise platforming even more difficult (in a bad way). They may be capable of posing some interesting challenges, but if that is the case it was not taken advantage of here. The more conventional platforming segments are a bit better, but everything is very cramped, making it still not a super fun experience, and item babysitting for the secret exit in those parts is even worse. --------- ##-056-## design: 7/50 creativity: 8/30 æsthetics: 14/20 total: 29/100 comments: This level features a whole lot of...nothing. Most of the level is spent doing either repetitive, mindless tasks with little or no challenge, or nothing at all, waiting for something else to become an obstacle. You could have done a lot more with all the empty space, especially in the main line-guide section, and the whole rainbow shell gimmick does nothing for the level but add artificial length. It's inoffensive æsthetically but that's about the only good thing I can say about this one. --------- ##-057-## design: 30/50 creativity: 14/30 æsthetics: 12/20 total: 56/100 comments: Pretty standard fare; there isn't much noteworthy about this one. The background palettes are not the greatest, though the foreground is nice. The music is pretty unfitting as well. The first half was mostly fine, though not particularly interesting, with some decent saw arrangements. The difficulty has an odd shift in the 2nd half, being immediately bombarded with projectiles and then throughout the rest having some unfriendly jumps. Not terrible overall, but it doesn't stand out. --------- ##-058-## design: 50/50 creativity: 30/30 æsthetics: 15/20 total: 95/100 comments: There's so much to love about this level. At first I wasn't sure, but it quickly grew into something amazing. Easily the most clever use of bubbles I've ever seen; those puzzles were really good, and I don't even like puzzles. The bowling ball area was great too, but my favorite part has to be the wall climbing section, which is silly but super fun. I really don't have any complaints. --------- ##-059-## design: 42/50 creativity: 25/30 æsthetics: 20/20 total: 87/100 comments: This is a fantastic example of how lots of different ideas can be successfully combined into one level. I love the concept of ascending the tower, in true nostalgic flash game/indie game style. Every floor is unique and fun in its own way, and the whole thing is beautiful to look at. You probably still could have done a bit more to make the rooms even better, as a couple of areas were a bit lacking compared to the rest (thinking of the pencil room in particular), but very well done either way. --------- ##-060-## design: 0/50 creativity: 0/30 æsthetics: 1/20 total: 1/100 comments: ...is this for real? This can hardly even be called a level. If this is a legitimate submission, I suggest learning how Lunar Magic works before deciding to enter a contest, because this feels exactly like someone's very first dabble into the program. --------- ##-061-## design: 43/50 creativity: 24/30 æsthetics: 16/20 total: 83/100 comments: This is, um, something else. I was really confused at first, and kind of hated it, but it quickly grew on me and I really appreciate it now. Clever use of enemies and mechanics in general and the "true ending" (can't tell which exit it's intended to be so I'll call it that) made me grin real big. The true ending path is a bit odd in the way that getting one of the dragon coins prevents the getting of the P-switch for that exit, but otherwise it's fantastic. The only other major gripe I have is that the main line guide section (with the 4 lines) is very unpredictable and hard to manouevre until you know exactly what's coming when. Strong level overall. --------- ##-063-## design: 38/50 creativity: 21/30 æsthetics: 16/20 total: 75/100 comments: Love the execution of the lava scrolling here. The On/Off block locations are very intuitive, and it's clear a lot of thought went into this. I almost wish it was longer because I think you could have milked this gimmick even more and come up with something even better, but a strong effort nonetheless. --------- ##-064-## design: 29/50 creativity: 20/30 æsthetics: 15/20 total: 64/100 comments: Pretty decent level with a neat concept, but it suffers from having way too much going on (the first part in particular), generally in the form of enemies. Being frank, I wish you had expanded the castle section and made it the whole level, as it's easily the best part. --------- ##-065-## design: 17/50 creativity: 11/30 æsthetics: 10/20 total: 38/100 comments: This is a level that tries a bit too hard with the visuals and loses focus in design. Even so, it's very visually cluttered, with foreground colors often being too similar to background colors and several objects being hard to distinguish as passable or solid. While the design isn't outrageously bad, it does nothing noteworthy and doesn't hold interest for very long. --------- ##-066-## design: 8/50 creativity: 10/30 æsthetics: 3/20 total: 21/100 comments: This is an interesting concept for a level, but hoooly crap this is hard to look at. The visual ideas are really badly executed, to the point where it negatively impacts the gameplay. As for the design, it's pretty uninteresting, with really not much to say. Not much real challenge outside of trying to make sense of the æsthetics. This feels more like something out of a VIP game just to get a couple laughs rather than a submission to a contest. --------- ##-067-## design: 38/50 creativity: 16/30 æsthetics: 17/20 total: 71/100 comments: It doesn't stick out too much from the pack, but this level is overall well designed and fun, and not to mention very nice-looking. Some of the projectiles (bullets/eeries) are a bit quirky to avoid, but that's my only major gripe. --------- ##-068-## design: 18/50 creativity: 3/30 æsthetics: 14/20 total: 35/100 comments: Nothing to look at, but a decent romp. Could work as an early level in a hack, but doesn't really live up to contest standards. It's not unenjoyable by any means but it doesn't do anything to stand out, nor is the design interesting. I think the message box facts made me think more than the level itself. --------- ##-070-## design: 5/50 creativity: 3/30 æsthetics: 8/20 total: 16/100 comments: There's hardly anything good to say about this level. The regular path is filled with precise jumps, obnoxious enemy setups, and pointless backtracking, with far too busy visuals (pillars get monotonous very quickly and dirt shapes are a pointless and unappealing distraction). At some parts there are so many projectiles in every direction, combined with the music, that it makes me wonder if this is supposed to be a Touhou homage. Most of what's here appears to be present only to cause frustration rather than enjoyment. The secret exit is the worst part of the whole thing. Using SMW's already-finnicky bouncers as a precise platforming mechanism is a terrible idea to begin with, and here it's pushed way farther than it should ever be pushed. It's [barely] doable, but it's absolutely not fun in any way. --------- ##-071-## design: 3/50 creativity: 12/30 æsthetics: 8/20 total: 23/100 comments: I was hopeful at the start of this one that it would be good, from first impressions, but it certainly did not deliver. It very quickly turns into a cramped and extremely cluttered disaster with next to no sense of direction, often with way too many unpredictable projectiles from all directions. It's an absolute chore to get through, and it's made even worse by the fact that the palettes/tiles are bad enough to the point where it becomes difficult to distinguish what's solid, what the doors are, etc, and the sprite replacements are just completely stupid. --------- ##-072-## design: 3/50 creativity: 1/30 æsthetics: 14/20 total: 18/100 comments: Is this your first level? Very bland, nothing interesting or exciting, no challenge, etc. Nothing to say about æsthetics either. Just empty and boring overall. --------- ##-073-## design: 17/50 creativity: 23/30 æsthetics: 14/20 total: 54/100 comments: The name is fitting. While the idea of using the rope glitch as the core of the level is interesting, the majority of the level is way too cramped with little room for error, which is especially bad when the main form of movement is as awkward as it is here. There are a lot of creative arrangements but they're unfortunately hard to properly appreciate because of that, and it becomes more annoying than fun rather quickly. æsthetically there's not much to comment on, but the palette is nice. --------- ##-074-## design: 17/50 creativity: 9/30 æsthetics: 13/20 total: 39/100 comments: Not bad as a whole, though it's awkward to navigate and the sprites interacting with the lava like they do is pretty silly considering it doesn't really contribute to the design. A fair few obstacle setups are unthoughtful as well. --------- ##-075-## design: 41/50 creativity: 22/30 æsthetics: 18/20 total: 81/100 comments: This level has a lot of good things going for it. The visuals are well done, though the palettes could be less desaturated. Most of the enemy setups are fair, and it is mostly enjoyable in design, with great use of the moving platforms. The precision of most of the muncher segments seems odd in contrast to the lesser difficulty of the rest of the level. Also, a minor observation, but under the 5th dragon coin there is a water-filled pit that is impossible to get out of, as far as I can tell--it was probably just an oversight, but water in a pit generally implies being able to get out safely. --------- ##-077-## design: 1/50 creativity: 1/30 æsthetics: 8/20 total: 10/100 comments: If you're going to make me play through a completely empty part of a level, at least make it interesting. The whole first half is repetitive and seemingly crafted with little thought. The second half obviously suffers those same problems, just with some sporadically placed and trivial enemies. Very weak effort. --------- ##-078-## design: 32/50 creativity: 14/30 æsthetics: 18/20 total: 64/100 comments: Love the theming here. The obstacles are not only designed pretty well but also contribute to the overall feel. The platforming is mostly good, but some of the ball and chains are pretty inconvenient, and there was one vine jump that is particularly nasty. The P-switch for the secret exit could have been better indicated but that part is fine otherwise. --------- ##-079-## design: 45/50 creativity: 25/30 æsthetics: 18/20 total: 88/100 comments: I like a lot of things about this level. There is a plethora of clever concepts in play, including one of the better uses of sprite-only tiles in the contest. It is very enjoyable to play through as a whole, and it combines great design with a great æsthetic. Design-wise my main complaint is that some of the setups (particularly involving spinjumping) are a bit too cramped, and æsthetically I wish you had left the color cycling out as it feels more distracting than anything. I really love the secret exit too, very well crafted. --------- ##-080-## design: 25/50 creativity: 14/30 æsthetics: 15/20 total: 54/100 comments: Short but sweet. It's nothing stand-out, but it's a fairly enjoyable level. The noteblock bouncing does get repetitive, though, and there could have been more variety (as well as length! A second nighttime part of the level would have been perfect). --------- ##-081-## design: 13/50 creativity: 13/30 æsthetics: 8/20 total: 34/100 comments: This level is a bit of a mess. There is no good reason for any of the enemy retextures, and frankly some of them are flat-out terrible (see: replacing pokeys with dancing rocks and then also replacing the footballs with the same texture). Some of the design is alright at the start but it only gets worse as it goes. There are "puzzles" thrown in with no real sense of connection to the rest of the level, and the idea of splitting paths by difficulty with no benefit in some cases is mostly pointless. The worst part, though, is easily the inside section. Fishin' Boo plus fog is a terrible combination, especially in conjunction with other enemies--and it doesn't help that most of the enemies here are the SAME COLOR, making everything blend together and become purely annoying and unfun. The secret exit path is pretty boring and empty (and definitely not difficult as the provided info would suggest), except for the very first spike jump with the Thwimp, which is stupidly tight, in contrast to the entire rest of the path which is very open and has almost no challenge whatsoever. --------- ##-082-## design: 35/50 creativity: 18/30 æsthetics: 13/20 total: 66/100 comments: I wish this level was entirely made up of the castle portion, because the first part is mostly uninteresting, with blind jumps and that P-switch which hardly serves a purpose. The use of the saws in the castle segment is well-done, with some interesting setups, though there are a few that stick out as being a bit too cramped. æsthetically it's about as simple as it gets, which is not necessarily a bad thing, though the palettes chosen are a bit too light, and the dark castle blocks aren't obviously passable at first glance. Not a bad effort. --------- ##-083-## design: 17/50 creativity: 11/30 æsthetics: 14/20 total: 42/100 comments: Not sure how I feel about this one. It's fairly nice to play, but the design is definitely odd, most notably the placement of the Yoshi coins--were you drunk when placing those? I'm not normally fussy about them but their placement here is completely ridiculous. æsthetically it's okay, but I don't love the palette. There's not much sense of progression either, and the few parts that stick out from the rest of the level generally just feel out of place or senseless. --------- ##-084-## design: 14/50 creativity: 21/30 æsthetics: 11/20 total: 46/100 comments: This is a cool idea that really could have been executed a lot better. The visuals for the entirety of the first half are a bit of an eyesore if only due to bad color choices; the tileset on its own is well-conceived, though the parts of the "bamboo" you can stand on aren't very easily distinguishable. I wish there was more of the visual style in the midpoint area, which is much nicer. Unfortunately, while there are some interesting design choices that are close to being enjoyable, most of what actually plays out is tedious or unfair. There are enemies hiding almost invisibly behind pillars, there are tight gaps with enemies or spikes that don't serve much purpose and are sometimes nearly impossible to clear without taking damage (example: chuck, tight space with spike ceiling, another chuck? seems a bit ridiculous), there are really weird jumps (see: double ninji on tiny slopes), and probably the most concerning is the combination of the lava lotuses and the Pitchin' Chucks. Small platforms and rapid projectiles coming from both sides at varying heights while also dealing with the lava lotus projectiles is really, really annoying--and it doesn't help that the retextured baseballs are already hard to see. The secret exit was almost good, until the "puzzle"; that has to be one of the most obnoxious shell setups I've ever seen. Not only do you have to sit around and wait for the entirety of three P-switch presses, but if you mess up (which is very easy to do), you have to do it all over again--and that's not including the possibility of dying on the way back up to the midpoint area. --------- ##-085-## design: 48/50 creativity: 29/30 æsthetics: 19/20 total: 96/100 comments: This level is fantastic. A lot of levels try to use moving/falling platforms and fail to do it well, but just about every use here is intuitive, clever, and very fun to play, especially in combination with the layer 2 movement. I have almost no complaints; it's not immediately obvious that the falling platforms are indeed falling platforms, but the rest of the æsthetic, while mostly simple, suits the level perfectly and would only detract if it were manipulated much more. The falling rocks were a neat touch and the whole castle collapsing æsthetic was executed really nicely. The secret exit is really clever too, and the idea of coming back to the collapsed castle is very nice. Again, everything feels intuitive and fun. The boss is pretty silly, but in a good way. --------- ##-086-## design: 40/50 creativity: 23/30 æsthetics: 14/20 total: 77/100 comments: This level has a lot to offer, and does a pretty good job using Monty Moles in various ways, though it does drag on a bit too long. There is some annoying timing in a couple spots too, in particular with the turn block bridges, but nothing too detracting. Yoshi was used particularly well in the last section. æsthetics are standard fare, not bad but nothing special. --------- ##-087-## design: 33/50 creativity: 14/30 æsthetics: 16/20 total: 63/100 comments: Not too shabby. Layer 2 was used pretty well throughout, and the bowling ball sections were quite enjoyable. However, the other main component of the level, the "sparkles" (1F0), feel tacked on in most parts, to the level's detriment. There are only a handful of setups that use it well, for example with the bowling balls. Aside from that, nothing strikes me as being of much interest; the standard enemy bouncing (i.e. Koopa to Koopa to Koopa... etc) is pretty much the same the whole way through and there isn't much variation on that concept to make it any more interesting. The æsthetics are pretty decent, though I wish there was more contrast. --------- ##-088-## design: 32/50 creativity: 19/30 æsthetics: 19/20 total: 70/100 comments: Love the æsthetic and the theme here; they complement the design really well. There are things to love and things to love less, but overall it's a good level. It's a tad on the long side, which isn't necessarily a bad thing. However, some of the manoeuvres required with the saws are a bit unintuitive and there are some other odd setups throughout, including the vertical section having a few too many things to avoid. On the other hand, a lot of what's presented is very fun to navigate, and the progression throughout the level is handled well. In the end, it's an enjoyable level despite its flaws, but it's definitely far from as good as you're capable of, judging from the better parts. --------- ##-089-## design: 35/50 creativity: 23/30 æsthetics: 12/20 total: 70/100 comments: This is kind of all over the place, but not necessarily in a bad way. I was not feeling this level at all at first but it started to grow on me as it went. The sliding tile use is pretty good, but what's better is that it doesn't overstay its welcome. There are definitely parts of this level that are indeed badly designed; a couple of blue shell sections come to mind as being not particularly pleasant. I do also like how the level is laid out--it's confusing at first, but it's really cool looking back. The visuals are not the best, but they're passable. --------- ##-090-## design: 12/50 creativity: 7/30 æsthetics: 13/20 total: 32/100 comments: There doesn't seem to be much thought put into this level. Enemies tend to be thrown around with not much purpose, and in a couple parts the enemy placements are purely detrimental to the experience (for example, the Swooper placement above the grey falling platform). The autoscroll in the latter half felt unpurposeful as well aside from making the level feel slower. The æsthetic is pretty much pure vanilla so there's not much to say there, though the bones are a really ugly color. The secret exit should really have just been scrapped. There is no indication whatsoever that you can go over the wall in the intro segment, and it's especially unobvious considering the exit itself is in the main room. Secrets should be hidden but they shouldn't make the player have to check every single possible tile for hidden blocks (this applies on a slightly lesser scale to the third dragon coin as well). --------- ##-091-## design: 32/50 creativity: 22/30 æsthetics: 18/20 total: 72/100 comments: Great visual work. The brambles are surprisingly nice looking for being vanilla so good on you for that, though I think having that as a main feature may have influenced the design to be more cramped than necessary. It's nice that the level has an enemy theme throughout, though I think some of the lava lotus setups are a bit much, when combined with the already-dangerous brambles and the Pokeys while at the same time having to account for the conveyors. Though, there are some really neat setups as well, like the stacked conveyors. It would have been nice to have more variations like that and less of the recycled "lava lotus underneath on a conveyor that falls off and then there's a Pokey". Overall a solid and mostly enjoyable level. --------- ##-092-## design: 7/50 creativity: 5/30 æsthetics: 14/20 total: 26/100 comments: The main problem with this level is that it's just boring. The vines and Koopas are just a repetitive obstacle with no challenges or new arrangements, and across the whole thing there just isn't much to do. It's not...offensive, but there is nothing appealing about it either. --------- ##-093-## design: 39/50 creativity: 25/30 æsthetics: 17/20 total: 81/100 comments: Normally I would say that the bubble concept is overdone and not interesting, but you've completely overthrown that mindset here. I love the twists you've put onto that concept--the death bubbles and use of spinies are super well executed, and I think I can safely say this is the best bubble-centric level I've ever played. I don't really have much to complain about. --------- ##-094-## design: 8/50 creativity: 5/30 æsthetics: 12/20 total: 25/100 comments: This is almost too short to even be considered a level. Aside from a couple of visual things (the trees, primarily), there's nothing of interest to be found here. There are ideas thrown down that are just left to rot instead of being developed into something enjoyable. --------- ##-095-## design: 38/50 creativity: 22/30 æsthetics: 14/20 total: 74/100 comments: Very clever level, with inspired design and actually interesting "puzzles". Some of the jumps are a bit awkward, but the use of reset doors is perfect and keeps the level fun. --------- ##-096-## design: 15/50 creativity: 9/30 æsthetics: 14/20 total: 38/100 comments: Very straightforward and simple, which is not necessarily a bad thing but it's not contest material. This would work well as an early level in a hack, as it's inoffensive and not technically bad, just generally uninteresting and unmemorable. The palette could use some work as well, but the sandcastles are a cute touch. --------- ##-097-## design: 1/50 creativity: 14/30 æsthetics: 6/20 total: 21/100 comments: An interesting concept, but very poor execution. I'm sure there are ways this could have been made good, but as it stands it is extremely repetitive and not fun at all, just doing the same thing over and over again. Not to mention the palettes you chose (where applicable) are hard on the eyes. I think the "story" was more interesting than the actual level, and even that wasn't great. --------- ##-098-## design: 0/50 creativity: 8/30 æsthetics: 8/20 total: 16/100 comments: Did I miss something? When did this become KLDC? I was tempted to just give this a 0 and not even play the level. But I suffered through it, and it was completely not worth it. It's still tempting to give this a 0. However, you get brownie points for doing.. a few mildly cool things with the saws that could have been executed well had you put any thought into the contest you were submitting to. Nothing more than that, though. This is an absolute heap of trash. --------- ##-099-## design: 25/50 creativity: 16/30 æsthetics: 14/20 total: 55/100 comments: I'm surprised that you've managed to make a noteblock-heavy level that's actually pretty decent. It doesn't stand out much, and you definitely could have done a lot more (especially considering the level's length; i would have loved to see this a lot longer). But what's there is inoffensive and enjoyable. --------- ##-100-## design: 3/50 creativity: 0/30 æsthetics: 6/20 total: 9/100 comments: There's not much to say about this one. Very lackluster organization, pointless sprite use, and just an overbearing sense of thoughtlessness. --------- ##-101-## design: 33/50 creativity: 19/30 æsthetics: 9/20 total: 61/100 comments: Some interesting concepts here, some of which are executed better than others. Most of what is laid down is enjoyable, though the idea of essentially nonstop platforming doesn't really appeal to me--it would have been nice to have more time to catch your breath in some spots, especially since there are some pretty tricky arrangements to get through. Some parts are a bit too tight for my liking, in particular the Banzai Bill setup and the saws around the falling platform. Visually it's very simple, which is alright, but the pink in the background is distractingly unappealing to the point where it almost starts to detract from the experience. --------- ##-102-## design: 8/50 creativity: 5/30 æsthetics: 2/20 total: 15/100 comments: This is almost unplayable because of how hard it is on the eyes. Not only is it nearly impossible to look at, the whole thing feels like it was made with no thought as to how things were placed. Enemy placements don't make sense and are often a pain to deal with, and the Thwimp spam essentially proves my point as to thoughtless design. --------- ##-103-## design: 22/50 creativity: 13/30 æsthetics: 14/20 total: 49/100 comments: Not a terrible use of 1F0, but not fantastic, either. I wish you had expanded somehow on the keys in particular; as it stands I'm disappointed that it showed up for a few seconds and then just went to waste in favor of more uninteresting setups. The second half with the enemy pipes is pretty decent but it almost feels like it should have been another level. I think it would have done this level good to integrate the enemy pipes and 1F0 together rather than separately. On a side note, some of those Yoshi coins are... not very well placed. --------- ##-104-## design: 10/50 creativity: 3/30 æsthetics: 14/20 total: 27/100 comments: I would have liked to see the piranha plants used more creatively, since you decided to make them the focus of the level. As it stands, they don't add much, and if anything feel overused. Outside of that, it's a straightforward romp without much to say. --------- ##-106-## design: 29/50 creativity: 15/30 æsthetics: 16/20 total: 60/100 comments: This is a solid level, with a pretty nice atmosphere and some decent setups, though I think the ideas could have been executed a bit more smoothly and developed a bit more. Most of the rock/Diggin' Chuck placements are reasonable outside of a few instances where they are more annoying than enjoyable. The saw arrangements are often too tight for comfort, especially when in combination with the moving platforms and other hazards on top of that, and none of them feel particularly interesting (though not necessarily bad). The large overlaid crystals aren't super appealing to look at either. --------- ##-108-## design: 10/50 creativity: 4/30 æsthetics: 13/20 total: 27/100 comments: I feared this level the second I realized what the gimmick was. While the level is playable, the shell gimmick is completely tacked on, and is only frustrating rather than being well-integrated and fun. They don't complement the level in any way. Also, the colors in the second half are kind of hard on the head, a little bit. --------- ##-109-## design: 38/50 creativity: 25/30 æsthetics: 18/20 total: 81/100 comments: This is one of the best actual applications of dragon coins I've seen in this contest. Every side room is wonderfully crafted, and the various uses of layer 2 are awesome; I love you made them all distinct while still keeping a strong theme and connection between them. They are the real highlight of this level, and even outside of that the use of the various platform sprites is superb and makes the whole experience fantastic. --------- ##-110-## design: 9/50 creativity: 11/30 æsthetics: 8/20 total: 28/100 comments: There's not much good to say about this level. Most of the sprite placement feels unthoughtful and/or purely irritating, and the distractingly unappealing colors and terrible sprite replacements make this one a chore to get through (the tileset itself is pretty decent but totally overshadowed by that). The platforming doesn't really pose any interesting or fun challenges. The secret exit is absolutely terrible. Line guides you can hardly see (or, often, not see at all) plus switches with unpredictable outcomes (of which the bad choices mean restarting the ENTIRE THING) make for a completely unfun experience, and the "game over" screen is just another kick in the rear. --------- ##-111-## design: 18/50 creativity: 16/30 æsthetics: 13/20 total: 47/100 comments: The outside part of this level is a mess, let's get that out of the way. It's extremely frustrating to navigate and has no need to be that way. The inside puzzle, on the other hand, is actually pretty decent and enjoyable, and organized, completely contrary to the rest of it. Even as a non-lover of puzzles, I wish you had made the whole level like the inside part. --------- ##-112-## design: 5/50 creativity: 3/30 æsthetics: 10/20 total: 18/100 comments: Silly line guide art is no excuse for bad design. There's nothing fun about this level at all; the platforming is mindless and the enemy placement is more annoying than clever. There's so little actual content here that it's hard to say much else about it. --------- ##-114-## design: 3/50 creativity: 4/30 æsthetics: 15/20 total: 22/100 comments: This level is very empty and boring. There is hardly a challenge aside from some pretty awkward jumps. The raft segment is the worst of all, with enemies littered around aimlessly (many of which can't even touch you) and a ton of waiting, doing nothing. Really the only thing it has going for it is that it looks decent. By the way, being forced to replay the entire level for the secret exit is a really stupid move. --------- ##-115-## design: 10/50 creativity: 10/30 æsthetics: 13/20 total: 33/100 comments: This level is more annoying than it is fun. Not only do you start it off by shoving a dead end in my face, but the actual navigation of the main part is both difficult and boring. I think there's more time spent waiting for things to align than actually moving, and even when you do get to move, many of the manouevres are too precise to be enjoyable. Surely it's possible to make a ruins level without making the player feel like a rock. --------- ##-116-## design: 7/50 creativity: 19/30 æsthetics: 14/20 total: 40/100 comments: I was hopeful after the first half that this would be a decent level. Unfortunately, the second half brings everything to the bottom. I think you could have done this well. You could have made fun and interesting challenges with balloons and powerups. You had the foundations for something new and good, but the execution is clunky, cluttered, and just overall disappointing. It's a big mess of unclear and precise "puzzles" that require painful amounts of trial and error to overcome. Just cool ideas won't win you the prize in a level design contest. --------- ##-117-## design: 35/50 creativity: 14/30 æsthetics: 15/20 total: 64/100 comments: This is good stuff. It can be tough to make more open levels that are still fun to play, but you've definitely accomplished that; and while it doesn't bring much new to the table, it executes what it does have pretty well. It's intuitive and enjoyable. --------- ##-118-## design: 8/50 creativity: 3/30 æsthetics: 14/20 total: 25/100 comments: This feels very disjointed, which is odd considering how short it is. It's almost like you just tried to fit as many barebones concepts in as possible and it doesn't work, especially not when the whole level can be easily beat in less than a minute. --------- ##-119-## design: 32/50 creativity: 12/30 æsthetics: 12/20 total: 56/100 comments: The excessively bright palette hurts my head, but designwise this isn't bad. That being said, I think you could have done a lot more. The Chucks seem to be the main focus of the level, but I wonder if they really add anything to the gameplay other than a bit of extra waiting around, aside from the few spots with muncher traps. It would have been much more impressive to see them used in ways that couldn't necessarily be easily replaced with simpler enemies or obstacles. It's still not a bad experience, but it could have been much more. --------- ##-120-## design: 0/50 creativity: 1/30 æsthetics: 0/20 total: 1/100 comments: Please tell me this is a joke. The level describes itself. "HELP!" is exactly what my eyes are feeling right now. If this is serious..I'm sorry, but it's a total disaster in every way. I can't pick out a single good thing to say about it. Even if it's a joke, it's an unfunny one. --------- ##-121-## design: 39/50 creativity: 21/30 æsthetics: 11/20 total: 71/100 comments: There are some neat concepts in play here. The level switching was executed well, and enemies are placed thoughtfully for the most part. I wish it consisted of more than just Hacks 101-style intertwining platforms, though--areas tend to blend together a bit, especially with the less linear nature of the level. I also dislike the brightness of the "light" palette, due in part to the translucency effect, which doesn't add much anyway. The end section with the P-switch felt a bit unnecessary, though the secret exit is crafted well. --------- ##-122-## design: 44/50 creativity: 27/30 æsthetics: 16/20 total: 87/100 comments: I love the use of the urchins here. Everything flows very well, and you've made spinjumping fun, which can be hard to do. My only real criticism is that some jumps might be a bit too tight, but really well done otherwise. --------- ##-123-## design: 0/50 creativity: 0/30 æsthetics: 6/20 total: 6/100 comments: It's not often that levels fail on a completely conceptual level, but here that's absolutely the case. Normally when something is badly executed, it can be improved, but I don't think anything you've tried to accomplish here could ever possibly work well. It's a design disaster, with everything being either precise, boring, or somehow both. The P-switch Podoboo "rooms" are one of the worst things I've ever seen in SMW, hands down. I can't even imagine what the thought process must have been when making it. It's only just barely playable. --------- ##-124-## design: 18/50 creativity: 10/30 æsthetics: 16/20 total: 44/100 comments: While this isn't a bad level by any means, it doesn't do anything particularly noteworthy and it's also too short to be able to develop its ideas. It looks nice, and what's there is not unpleasant to play; it's just not as developed as it really should be. Not much else to say. --------- ##-125-## design: 1/50 creativity: 0/30 æsthetics: 0/20 total: 1/100 comments: I really hope this isn't serious. If it is, I highly suggest reading up on some level design tutorials, because this is terrible in every way. If it's a joke, I hope you're proud of yourself, because nobody else is. --------- ##-126-## design: 2/50 creativity: 1/30 æsthetics: 14/20 total: 17/100 comments: Short and uninteresting. It's really not creative at all, and feels like it came out of somebody's first ever SMW hack. There's no focus, no challenge, and no enjoyment to be had. --------- ##-127-## design: 37/50 creativity: 24/30 æsthetics: 19/20 total: 80/100 comments: First things first, this level is really, really well done æsthetically. My only gripe is that the trees sometimes being solid and sometimes not can be a tad confusing. The Monty Mole setups are pretty clever for the most part, though sometimes the maneuvers required are a bit too precise, especially with the lava lotuses which are a pretty big pain, but overall there's a lot of fun to be had. Using block snakes to trigger the Monty Moles is also pretty clever. The starting area of the level is less interesting, but it's still decent. The secret exit path is also enjoyable, though getting there is a bit painful, and it does also suffer from some pretty precise projectile dodging. --------- ##-128-## design: 13/50 creativity: 6/30 æsthetics: 13/20 total: 32/100 comments: Mostly boring. There's nothing that stands out as being enjoyable; rather, the repetitive and sometimes mindless enemy placement is detrimental to the experience. It's probably a bad sign if your level starts almost immediately with an unpredictable green shell to the face. The lava section is also pretty monotonous, with hardly any challenge whatsoever aside from trying to stay on the 2-wide skull raft, which isn't fun to begin with. The æsthetics are pretty straightforward, though the fire palette is strange. The secret exit is equally as boring, with essentially the same enemy structure again and again, but with the addition of the even more obnoxious Boo Buddy generator. Trying to maneuver the key, P-switch and springboard in that tight area with that generator is a real pain. --------- ##-129-## design: 11/50 creativity: 18/30 æsthetics: 14/20 total: 43/100 comments: Nice concepts but bad execution. While the block snake use is clever and the level is mostly æsthetically pleasing, it really suffers from having way too many things in close proximity. Almost every setup with saws or Hotheads was much too cramped to be enjoyable, especially when it's required to traverse them quickly to keep the platform from despawning, and speaking of the platform--it's not totally obvious at first that you have to keep the platform the whole way through that section, and once you get to a certain point without it there's no option but to kill yourself, which is really not good design. In terms of visuals, the colors are nice but maybe a bit too bright, and the background is a bit too similar to the foreground. It's also not made obvious enough where the ground isn't solid; the thin outline it has is almost unnoticeable if you don't know to look for it. It would have been nice to at least have given the dirt there a slightly different color. --------- ##-130-## design: 4/50 creativity: 17/30 æsthetics: 17/20 total: 38/100 comments: Nice story and æsthetic, but this is a level design contest, not a story and æsthetic contest, and the level itself offers very little. It's barebones and bland, and even though it's supposed to be spooky, kill rooms aren't cool. --------- ##-131-## design: 10/50 creativity: 10/30 æsthetics: 15/20 total: 35/100 comments: I like it when the Yoshi coin door gimmick is used as part of the main level and not for some dumb hidden exit, and you executed that core concept well here. Unfortunately, the side rooms themselves are mediocre at best, so it isn't very fulfilling to play through. I'll comment on each room individually: Observatory: The best of the 4 rooms. There are some interesting setups with the Layer 2, and in theory it could be good, but it is overwhelmed by cramped sections and quite a bit of mindless waiting around. The Boo palette is odd, but not bad. Greenhouse: An uninteresting romp. Some sections with the lava lotuses are, again, too cramped. Interesting use of the line guides for the visuals. Power Station: A decent puzzle room, but nothing that hasn't been done before. Not offensive but not really fun either. The secret exit door is very strangely executed. Water Supply: Again, cramped enemy placement, especially by the "energy core" itself. The pipes were a nice touch. The main indoor æsthetic is nice, though the palette is a bit too bright. The outside section is, sadly, a disaster. Have I said cramped enough times yet? It looks nice and all but it's really a chore to get through, with badly placed enemies everywhere and the obnoxious autoscroll. The transition into this section is probably the best part of the entire level. --------- ##-132-## design: 9/50 creativity: 6/30 æsthetics: 8/20 total: 23/100 comments: This is badly designed throughout, not helped by the ugly palette and really cluttered æsthetic. The whole thing is a chore to play through, not because it's difficult (it isn't) but because it's just so bland. I don't know what you were thinking when using real lotuses and fake ones in the same room--that's just asking for disaster, and the rest is totally forgettable. --------- ##-133-## design: 14/50 creativity: 13/30 æsthetics: 12/20 total: 39/100 comments: This level is more confusing to me than anything. On one hand, it's mostly boring outside of the really distracting æsthetic, with a lot of waiting on platforms for Something Of Interest to happen, but then near the end you go totally ballistic with way too many enemies/projectiles and hardly any reaction time for anything. There is zero balance here, and and you definitely could have done way more, much better than what is shown here. --------- ##-134-## design: 43/50 creativity: 25/30 æsthetics: 18/20 total: 86/100 comments: I love the use of the chainsaws here. A lot of levels tend to abuse them and cause a lot of frustration, but they're very cleverly organized in this level in a way that has just the right level of challenge to still be fun. There is definitely a lot of effort in æsthetics as well, and it complements the level well. Great job. --------- ##-135-## design: 7/50 creativity: 9/30 æsthetics: 6/20 total: 22/100 comments: This level feels like it was made to be as dickish as possible. Almost every setup, especially with line guides, is either way too precise, completely counterintuitive, or both. There is no part of this level that I enjoyed playing whatsoever, and part of that also is due to the æsthetic--everything blends together, and it's often hard to even tell what is going on at all. I have to wonder if anyone but yourself playtested this, because anyone should be able to immediately notice how terribly the platforming is laid out. --------- ##-136-## design: 42/50 creativity: 26/30 æsthetics: 15/20 total: 83/100 comments: For the first part of this level I was convinced that the whole "squares" gimmick was nothing more than that--a useless gimmick. But you managed to change my mind by the end, even if it's not used all the way through. The first part in general is not too interesting, but it's a decent intro to the rest of the stage. I think the use of the Sparkies in the water segment is great and something that should really be done more often. The best part is definitely the line guide platforming section; the use of the saws is fantastic and the platforms themselves are neat too. The momentum platforms are super weird to adjust to but also very interesting, and while I don't know if they necessarily add anything to the level, they don't make it worse. The Bowser "fight" is where those squares really shine, and it's definitley one of the better endurance fights out there. Very fun overall; great work. --------- ##-137-## design: 31/50 creativity: 27/30 æsthetics: 14/20 total: 72/100 comments: The concept behind this level is really fantastic. It doesn't offer a ton of actual platforming, and what is there can be a bit iffy at times (the flying blocks can be a bit awkward), but it's still very enjoyable and the different ways of hiding the indicator blocks are very unique. They do get a bit confusing near the end, though. This likely would have been a lot better if you had factored the gameplay in a bit more when designing it and maybe made it a bit longer, with some more interesting obstacles. --------- ##-138-## design: 49/50 creativity: 30/30 æsthetics: 19/20 total: 98/100 comments: Incredible use of SMW's assets in every way. The main water gimmick is great on its own but even the net koopas and the Fuzzies are used wonderfully. I generally can't stand levels that have backtracking like this but you've executed it so well that I almost completely forgot. Stunning. --------- ##-139-## design: 26/50 creativity: 15/30 æsthetics: 13/20 total: 54/100 comments: Why such a tight time limit on a level that doesn't need it? It's a bit repetitive overall, and there are quite a few unnecessarily tricky jumps. The problem with focusing a level on falling platforms is that it very much becomes trial and error to determine how to make what moves when with little reaction time, and it gets somewhat frustrating if not executed perfectly, which it is not here (though it could have been far worse). Still, though, it does have some charm and enjoyment factor. --------- ##-140-## design: 37/50 creativity: 19/30 æsthetics: 13/20 total: 69/100 comments: I wasn't sure how to feel at first but this definitely gets better as it progresses. Very good use of the dolphins and saws; I'm not sure what the point of the flopping fish was, though. The first half isn't too special, there are a few places where the saw arrangements are more annoying than they really should be. The second half makes great use of the doplhins especially though, and is much more fun to play. The saws coming out of the pipes is a cute touch, though I would have liked to see them recolored a bit to distinguish them from the actual sprites (that's just nitpicking, though). --------- ##-141-## design: 47/50 creativity: 30/30 æsthetics: 20/20 total: 97/100 comments: Lots of unique and awesome elements here, and they all fit together really nicely. A level with an emphasis on net flipping is such a cool idea and you used it pretty well, but my favorite thing has gotta be those net holes, that is such a genius idea. The bowling ball sections are very thoughtfully crafted as well, and the overall atmosphere is phenomenal. --------- ##-142-## design: 21/50 creativity: 18/30 æsthetics: 16/20 total: 55/100 comments: A decent autoscroller. There is very clear visual effort, though it is sometimes difficult to distinguish solid objects from nonsolid ones, and the colors could have used a bit more variety. Not sure what's up with the whole Waluigi thing, either. The design itself is nothing special; not terrible, but not good, either. The enemies in places feel a bit mindless, and some spots could have toned down the enemy use. The second half in particular is just not interesting to play through at all. --------- ##-143-## design: 32/50 creativity: 19/30 æsthetics: 14/20 total: 65/100 comments: For a water-centric level, this isn't bad. The water segments are mostly enjoyable to play through, and the level looks nice (though the blue and red tiles are a pretty ugly combination of colors). However, the elevator segments feel a bit tacked on, and they're not very fun either. While the use of the no entry signs is wise, they still don't always give quite enough reaction time, and that combined with the fact that the Ninjis linger around a bit after falling leads to some unfortunate cornering in places if you don't already have a cape or flower (since you can't jump high enough to deal with them due to the speed). The secret exit is well-conceived though, I'll give you that. --------- ##-144-## design: 27/50 creativity: 16/30 æsthetics: 14/20 total: 57/100 comments: The first half of the level is not too interesting. It's not bad, but even right after playing it I'm struggling to remember what actually happened--totally unmemorable. The water section is much better, with a fair few clever uses of the Urchins, though it's still not super notable. The level as a whole doesn't really commit any crimes, but doesn't do much to stand out either. --------- ##-145-## design: 15/50 creativity: 13/30 æsthetics: 15/20 total: 43/100 comments: The biggest problem with this level is that spinjumping on 1F8-sliding enemies is just not a fun task, especially as the focus of the level. It looks nice and technically the design around the concept isn't terrible (though it's definitely not good), but that can't fix a bad fundamental core. --------- ##-146-## design: 3/50 creativity: 10/30 æsthetics: 0/20 total: 13/100 comments: One of the worst experiences I've had playing a level. Not only is it absolutely disgusting to look at, it's already not well made just from a platforming standpoint, and then it's made infinitely more artificially difficult by blinding most of the screen. There must be better ways to imitate drug trips in SMW. --------- ##-147-## design: 49/50 creativity: 30/30 æsthetics: 20/20 total: 99/100 comments: This is absolutely fantastic. The æsthetic is not only great on its own, but it integrates perfectly into the design. That boss fight is probably the most clever vanilla boss I've ever seen, and the entire concept of basing a level on turn block bridges and floor holes is made from what I thought to be inevitably terrible into something phenomenal. Aside from a couple tiny nitpicks not worth mentioning, I don't have any complaints. --------- ##-148-## design: 9/50 creativity: 2/30 æsthetics: 14/20 total: 25/100 comments: This is a level that should be in a regular hack rather than a contest. It's not offensive, but it's incredibly simple and really does nothing of interest; certainly nothing that would stand out in any way. Nothing much else to say. --------- ##-149-## design: 10/50 creativity: 4/30 æsthetics: 10/20 total: 24/100 comments: When you have to use a bullet bill generator as an excuse for difficulty, you've probably done something wrong. This level consists mostly of mindless platforming, with next to no proper challenge. The tiles all being similar in color makes it difficult to distinguish what is solid and what isn't, making a boring level into a slightly annoying one. The skulls are cute, though. --------- ##-150-## design: 32/50 creativity: 20/30 æsthetics: 18/20 total: 70/100 comments: Pretty solid. The æsthetic is very well done, and it's not bad in design either. The throw blocks are used better here than in a lot of levels, though they do feel a bit tacky in parts. The last section is definitely my favorite and I wish it was expanded upon a bit more. --------- ##-151-## design: 50/50 creativity: 30/30 æsthetics: 20/20 total: 100/100 comments: I have no words. This is phenomenal in every way, and I'm struggling to find faults; the way everything comes together and progresses is brilliant, and it looks beautiful to boot. The amount of work that went into this must be insane, but it completely shines. The transition from low gravity to no gravity is crazy clever, and I don't think anything even needs to be said about the last part. Easily one of the most enjoyable experiences I've ever had in a SMW level. --------- ##-152-## design: 32/50 creativity: 23/30 æsthetics: 16/20 total: 71/100 comments: I enjoyed this level for the most part. There are several clever layer 2 setups, and overall everything works nicely together. The æsthetic is nice, though while I like the "light switch" as a concept, I think it might have been a bit excessive here. It is a bit difficult at times to tell where the edges of the landmasses are, and in the end it seems to be more of a gimmick than something that actually plays well into the design. Some of the bouncing rock placements were more obnoxious than clever. The secret exit docked you some points. It's a bit silly to essentially make an average player play the level, which is already moderately difficult, three times (once to get to the end and be told they need all the dragon coins, once to get all the dragon coins, and once to get the secret itself) for a single secret exit. The dragon coin placements themselves are done well enough, though expecting the player to know exactly where to wait during the main layer 2 part to get those 2 coins is a bit ridiculous. --------- ##-153-## design: 0/50 creativity: 0/30 æsthetics: 0/20 total: 0/100 comments: My eyes are bleeding. I don't know what you were trying to accomplish, making one of the worst palettes I've ever seen, making me drag a key through the whole level, hiding death traps behind foreground pillars, hiding loads of other random bullcrap behind the pillars..there's no focus, no thought, and no merit. I can't think of a single nice thing to say. Sorry. --------- ##-154-## design: 1/50 creativity: 0/30 æsthetics: 14/20 total: 15/100 comments: The same jump repeated over and over again is not good design. I don't know what you were going for, but there's nothing of merit, the platforming is mind-numbingly boring and the level is also way too short to be able to develop any ideas, assuming there were any to develop in the first place. --------- ##-155-## design: 1/50 creativity: 4/30 æsthetics: 12/20 total: 17/100 comments: Did you -try- to make this as unfun as possible? There is nothing enjoyable about any part of this level whatsoever. The blue palette is not very nice, and every setup feels like its sole purpose is to cause frustration. The ice physics don't help. Sliding tiles as a concept does not equal creativity nor playability unless it's used well, which in this case it is not whatsoever. --------- ##-156-## design: 5/50 creativity: 17/30 æsthetics: 13/20 total: 35/100 comments: There are neat things going on in this one but unfortunately it feels like it would fit the Kaizo contest better than the VLDC--there are so many spots that are way too precise, one after the next, that it's really frustrating to play through. It's a shame that some potentially clever setups are overshadowed by that. There are some real jerk moves in here too; the Ninji room is one example. The æsthetic is decent, but the overall very grey tone gets monotonous very quickly. Overall it's just really not a fun level to play. --------- ##-157-## design: 0/50 creativity: 13/30 æsthetics: 9/20 total: 22/100 comments: Wow --------- ##-158-## design: 10/50 creativity: 7/30 æsthetics: 14/20 total: 31/100 comments: The outside part of this level is uninteresting, but inoffensive; nothing much to say about it. However, the indoor portion is really annoying and unfun. It feels very rushed; Podoboo placements are extremely annoying, some of the dolphin jumps are obnoxiously placed as well, but the worst part is the last segment (the "boss", I guess?). It's not only full of precise jumps and terrible enemy placement, but it's way too long as well. --------- ##-159-## design: 23/50 creativity: 10/30 æsthetics: 14/20 total: 47/100 comments: This is a nice romp for the most part, but not much more than that. The first half is generally fine, though not notably interesting. The second half has some serious issues that kind of ruin it. For one, the sprites in this part have some serious trouble even spawning in the first place, and when the winged blocks finally do spawn, that section is completely uninteresting, to the point where I could pretty much put down the controller and wait for it to end. I wish you had just scrapped that entirely. By the way, though, that Sumo Bro is completely adorable, and I wish it made more of an appearance. --------- ##-160-## design: 4/50 creativity: 3/30 æsthetics: 13/20 total: 20/100 comments: This is honestly really bad. Every section is either completely uninteresting or way over the top precise, and I cannot fathom why you would organize your level in such a horrendously confusing way. It would take too long to list all the flaws in this level. It's not clever, just unfair. --------- ##-161-## design: 24/50 creativity: 18/30 æsthetics: 15/20 total: 57/100 comments: The whole "lore" of this level seems a bit unnecessary, and left me more confused than impressed. Centering your level around the Yoshi coins is great and all but there was probably a more straightforward way to approach it. The design itself is decent, but not noteworthy; the quiz in particular should hae just been scrapped, and the rest doesn't offer any notably interesting challenges. And that intro is definitely nothing more than showing off. --------- ##-162-## design: 8/50 creativity: 7/30 æsthetics: 14/20 total: 29/100 comments: Really short and mostly uninteresting. The whole bubble concept felt a bit forced, especially with the 2nd half being exclusively bubble jumping with next to no challenge and pretty much no point. Not much to say about the mostly untouched graphics. Most of the "challenges" presented pose little to no threat and don't appear to have much thought behind them. --------- ##-163-## design: 38/50 creativity: 17/30 æsthetics: 16/20 total: 71/100 comments: Pretty solid level. I think the reliance on spinjumping is executed better here than in most levels, aside from a couple spots (see: Sparky jumps). æsthetically there's no real complaints, though it isn't particularly noteworthy. Some of the line-guide parts were too tight, but it was mostly well done overall. --------- ##-164-## design: 12/50 creativity: 13/30 æsthetics: 13/20 total: 38/100 comments: At its core this level's concepts could have probably been done well, but the execution is severely lacking. It relies way too much on the grey falling platforms to buy artificial length and it's not enjoyable in any circumstance, especially not on the first run through. The enemies are not intuitively placed either which further hurts the experience. The palettes you used (outside in particular) are not super nice either. --------- ##-165-## design: 5/50 creativity: 4/30 æsthetics: 9/20 total: 18/100 comments: A very boring level with hardly a fun factor. The slightly modified textures are mostly cutoff and unappealing. The entrance section is filled with near-unpredictable green bubbles, which is a bad start, but the rest of the level just doesn't do anything creative or enjoyable. P-switch runs with no real purpose, flying sections that are not obviously flying sections (but are stupidly easy), the P-switch "maze" that is rendered pointless by telling you excatly where to go, and most notably terrible is the Boo Block room with the Eerie generator. Scaling a vertical path with nothing but a Boo Block and randomly generated Eeries is a terrible concept. The same ideas are recycled throughout the entire level over and over again with next to nothing to develop them. There's also not nearly enough time to do the level in one complete go, at least from what I can tell. The secret exit path is equally boring with again more of the same, and the entrance to the path is stupid. Relying on a glitch (even as well-known as it is) to get there is immediately bad design, but there's also zero indication that pressing a blue P-switch will do anything in that area to begin with, especially with the way the level is laid out. --------- ##-166-## design: 27/50 creativity: 15/30 æsthetics: 16/20 total: 58/100 comments: The first half is pretty standard from a design standpoint; nothing stands out as being particularly creative. The throw block-based sections could have been interesting if they were integrated better into the rest of the design, but as it stands they feel a bit tacked on with no real purpose other than to waste a bit of time (and it's a bit silly to expect the player to know to hold on to the throw blocks above the skull raft). Some sections are also too cramped. The vertical section is more interesting and mostly pretty good, though some of it is a bit too close for comfort. It could have benefitted from the lava being one tile less thick, and the throw block bit is more annoying than anything. æsthetically it's mostly appealing, though the passable pillars being the same color and [rotated] tile as the floors is not the best decision. --------- ##-167-## design: 5/50 creativity: 5/30 æsthetics: 13/20 total: 23/100 comments: The concept of pipe traps is something I am actually fond of, however its execution here is really terrible. The normal exit, while not horrendous, is boring but also has some tight and/or obnoxious setups, especially with bullets. The pipes are plastered everywhere without much thought instead of being used creatively at all. The worst part of this level, though, is the secret exit. I won't lie, I looked in Lunar Magic, because this has to be one of the most ridiculously garbage secret exits I've ever seen. By adding that exit, you turned an already bad level into a terrible one. --------- ##-168-## design: 47/50 creativity: 28/30 æsthetics: 16/20 total: 91/100 comments: I love this level. In almost every way it's super creative and interesting and fun, even with its high difficulty. You've turned an overused concept into something new again, and you get mad respect for that. Props as well for one of the most clever Boo Bosses I've ever seen. It's nice æsthetically too though I slightly question the interior color choices. Otherwise a fantastic job. --------- ##-169-## design: 47/50 creativity: 29/30 æsthetics: 13/20 total: 89/100 comments: Tons of creative ideas in this one, executed mostly very well. Almost every instance of the saws is clever and fun, and the spinjump removal mechanic in the last part is especially well done. My main complaint design-wise is the first directional coin room; unless I'm missing something, it seems to come down to luck, since you can't move to the side to follow it and see what's going on. Everything else is great, including the vertical spinjump climb (which is a mechanic I am usually not fond of), which still keeps it interesting and fun. I particularly enjoy the line guide + directional coins puzzle for its creativity. Not much to say about the æsthetics, but the very green palette is not very appealing. --------- ##-170-## design: 29/50 creativity: 15/30 æsthetics: 13/20 total: 57/100 comments: Pretty solid throughout. I like the use of the line guides for the most part, though a few spots are pretty unintuitive and/or precise. My main gripes are with some of your æsthetic decisions. The interiors of the igloos are really ugly and could definitely have been done better; there is also zero indication that you can climb on the trees. The biggest question I have though is why you decided to include the random fading to white in the last section--it's incredibly distracting and not nice to look at. The Chuck "puzzles" in the igloo are not enjoyable at all and probably should have been replaced with something else entirely. The rest of the level is mostly fine. --------- ##-171-## design: 28/50 creativity: 16/30 æsthetics: 15/20 total: 59/100 comments: This has the foundations for what could be a pretty decent level. The net platforming is pretty good, but what I really wish was expanded on was the springs. With the ideas laid out here already, you probably could have done a lot more with them, and made them more of the focus, rather than leaving the level more scattered as it is now. Of course, what's here isn't terrible by any means, but there's definitely room for improvement. --------- ##-172-## design: 22/50 creativity: 16/30 æsthetics: 14/20 total: 52/100 comments: This level has some good ideas, but the execution of them is lackluster and they could have been further developed. Getting the elephant in the room out of the way, that invisible block trap at the start is absolutely stupid; there is zero good reason for that (and it's not even a joke trap like the one later on). The bouncing on Dry Bones was not particularly interesting and a bit repetitive, aside from the P-switch segment, which I thought was silly but clever, and I would have liked to see more involvement with the bubbles as it's clear there was unseen potential behind them. The hidden note blocks in the ground aren't cool either. --------- ##-173-## design: 38/50 creativity: 21/30 æsthetics: 16/20 total: 75/100 comments: This is really well made. The layout is very thoughtful and fun to navigate, especially the autoscroll section, which was excellent. Some quirks I have: the first half may be a bit crowded in parts with maybe a couple too many enemies, and at first it's a bit hard to tell what's solid and what isn't (but that doesn't really affect the level in the long run). As well, I wish the chains were introduced before a death situation, as it's not obvious what they are at first glance. Unfortunately, as well, a couple of the dragon coins are just flat out terrible (like the rainbow shell one) or..not even finished? Otherwise though, a solid level. --------- ##-174-## design: 12/50 creativity: 10/30 æsthetics: 12/20 total: 34/100 comments: The first half of this is alright. The enemies tend to be placed more just in the way than as actual challenge, and some of the platforming is a bit wonky, but it's not terrible. What is terrible, though, is the second half. The throw/turn blocks make no sense here and add nothing but annoyance to the level. The reset doors feel like an excuse to try and cover up bad design rather than being an integral player, and dragging the Eerie along for that last jump was just a stupid idea and should have been totally scrapped. --------- ##-175-## design: 5/50 creativity: 1/30 æsthetics: 12/20 total: 18/100 comments: It's been a long time since muncher runs have been cool. You haven't helped. It's easy, boring and short, with nothing new or fun to offer. I feel like I've just time travelled backwards several years playing this. --------- ##-176-## design: 6/50 creativity: 5/30 æsthetics: 10/20 total: 21/100 comments: I don't know how to feel about this level. It's so strange and awkward to play, with a fair few unfairly placed or just stupid obstacles. I don't feel like I've accomplished anything by playing this aside from now knowing what a bad trip feels like. --------- ##-177-## design: 18/50 creativity: 5/30 æsthetics: 9/20 total: 32/100 comments: Really bland overall. There isn't anything that stands out as being interesting, and while it isn't committing any major crimes, it feels more like it belongs as a first level in a hack rather than an entry in a contest. There are a lot of unnecessary munchers spewn about that don't serve any purpose other than to look mildly intimidating, and visually there's nothing of interest aside from an ugly foreground palette. --------- ##-178-## design: 8/50 creativity: 8/30 æsthetics: 14/20 total: 30/100 comments: This level is trying to bite off a lot more than it can chew. It's as if you were scraping the bottom of a barrel for gimmicks to use throughout a lot of the level--for example, the keys do absolutely nothing for the level other than make it weirder. Ordinary platforms would have served just as well. My main problem with this level, though, are the puzzles, which, frankly, are stupid. There are so many more interesting and enjoyable ways to implement springboard and Yoshi feeding puzzles, and these are both badly thought out and just generally underwhelming. --------- ##-179-## design: 12/50 creativity: 13/30 æsthetics: 6/20 total: 31/100 comments: This one really, really overstays its welcome. It could have easily done with just one of its segments, and yet it lasts for what could really be 3 or 4 individual levels--it feels like you shoved ideas into it as forcefully as possible to bank on creativity points over actual design. There are some decent layouts here but for the most part it feels cramped and frankly not particularly enjoyable. The palettes are mostly bland (the first one is almost eye-searingly bright) and the water portion really makes no sense at all, both æsthetically and from a design standpoint. I ran out of time on my first playthrough; when you give the player 600 seconds, that's probably a sign that your level is too long. The secret exit is the worst part of the whole thing. Not only is it near impossible to tell where the exit is in the first place, your P-switch timing has to be pretty darn precise, and that's coming after an already-annoying segment of the level. Not much to say about the secret exit room itself other than it's pretty empty and uninteresting. --------- ##-180-## design: 13/50 creativity: 8/30 æsthetics: 14/20 total: 35/100 comments: That went by almost too quickly to parse. It's too short to really develop any of its ideas (and it doesn't present many). Very simple and rompy, but not in a great way. It's at least fair, so it has that going for it. Not much to comment on otherwise. --------- ##-181-## design: 8/50 creativity: 7/30 æsthetics: 14/20 total: 29/100 comments: I'm kind of lost for words to how..strange this level is. Aside from the associated items, the areas are all completely unrelated; the justification for that seems to be the "arcade" concept, and yet other than the word itself there's no hint of that concept playing any other role in the level. The individual areas are short and poorly designed, with a lot of odd quirks (what's with the random name placement, for example?). The impression it gives off is that you couldn't figure out how to continue 5 different levels and then decided to come up with an excuse to loosely string them together at the last minute. All in all, just a mess. --------- ##-182-## design: 15/50 creativity: 16/30 æsthetics: 18/20 total: 49/100 comments: Visually this is great, but from a gameplay standpoint it's very frustrating. Most of the level feels very cramped, and though the bubbles are generally used with good intention, it's hard to enjoy them because of that. There's a lot more precision involved here than it would seem, and it's unfortunate, because this was on the right track. --------- ##-183-## design: 49/50 creativity: 30/30 æsthetics: 20/20 total: 99/100 comments: Man, this one is really really great. The Fuzzies are used incredibly well in nearly every instance to create a really unique experience. Even with its difficulty, it manages to remain incredibly fun the whole way through. The æsthetic is completely nailed in every area. Design-wise, for the main path I have almost no complaints; the one point lost is for the secret exit, where some of the "trials" are just a bit too precise. Yet, even with that issue, it doesn't get too frustrating (especially thanks to the reset doors), and it's still a great experience overall. ---------