So i played The Shining Fields, one flaw with the level i noticed in the start is the goomba, this is a problem because the starting point is supposed to be a breathing zone for the player and forcing him directly into action puts people with slow reflexes, slow pc or bad player skills into big disadvantage especially without providing a power up for the player at the beginning so he can be allowed to make mistakes. Also the purple goomba is missing a death effect. The aesthetics are decent, the same with the music but i don't understand where do these waterfalls come from, they are left unexplained and imo this is bad aesthetics choice, putting a sizable behind them explain that somewhere higher there is a lake or something. One thing that i like about the first star coin is that you had to use the knowledge in The Grassy Cave Maze to know that throwing enemies such as shy guys at bricks actually breaks them which let me allow to get the star coin. I don't like that there is a goomba that is really close to you in the start of the second section. Also i dislike how the star coin was placed since its near the beginning of the section and the level gives it to the player for free which is a bad level design.
Also i also don't like how there was only ONE mushroom in the entire first section which made stuff tedious to go through and in the beginning of section 2, there is no power up but you are expected to go through a hammer bro in a very tight place without getting hit which is yet again, unfair towards the player/bad level design. So the entire second section has NO power up, why is this level expecting me to play it perfectly? Also you could have placed checkpoint in the start of section 2 which could have reduced the problem. Also the level lacks coins in a lot of places which can be used to redirect the player from the unexpected danger in the forms of shell kicking koopas or pirahna plants. I don't like how pipes were used in this level, they are all different colors and you don't know which pipe is safe and which isn't, i would suggest you to make green pipes safe, red pipes dangerous and blue pipes to be warp pipes just so the player avoids confusion and so it's less difficult. I also dislike the npc placement a bit, there are a lot of instances where npcs were placed in unfair spots and the level expects you to react immediately to avoid them which wouldn't be much of a problem if there was more than one power up in section 1 and if there was a checkpoint in section 2 alongside some power ups. Also the upside down bushes don't make sense at all, aren't they affected by gravity? Or does gravity not exist for bgos? That might explain the random waterfalls. So section 3 still had no checkpoint, it introduced the spiny enemy which can walk on walls out of nowhere but at least getting the third star coin involved a bit of a challenge which i liked. Section 3 still had no power ups, at this point i am convinced the creator didn't care about the player's experience or the level just forgot to give powers up to the player. And yet again after the last warp, there is an enemy near it which as i stated above, BAD LEVEL DESIGN and that was the level. Decent aesthetics, unfair level design and weird aesthetics choices.
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So i also played The Blue Crystalline Cave, yet freaking again, the level is forcing the player into an action and this time, there are 3 enemies instead of one which makes stuff even more unfair! Even the power up zone expects you to get the power up fast or a snift will come towards you and snipe you. I don't get why grass and trees are growing from crystals, it just doesn't make any sense aesthetics wise. I dislike how the bumpty enemy was used, it was only used to slow the player down and to make the playthrough tedious. I also dislike that there is no checkpoint in the start of section 2 and that yet again, you are expected to go as fast as you can on the slide challenge or you might get hit by the 3 goombas coming at you. I also feel the level lacked a bit of coins as some parts of the levels were just empty for no reason. I like the way you get the extra star in the level but its unfair if you are small mario or peach because then you can't get it. I dislike how in one of the areas where you can get a power up, the question mark block is placed in such a way that getting fire flower is impossible without glitching yourself through the ceiling. So questionable aesthetics, gameplay was repetitive but at least there was more power ups.
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Then i played The Thwomp in Subcon, so i like the aesthetics but imo they are a bit too simple. The challenge in the second section dragged out a little but i liked it. Also nice finally you are using checkpoints, this was very much needed. I dislike how the first Star coin is given for free to the player. I like the way the second star coin was hidden and the third one was also given for free to the player. Also i don't like that there wasn't a checkpoint before the boss, the boss was also very difficult since he throws his projectiles in unpredictable ways at a fast speed. So decent gfx, decent gimmicks, still flaws that were present in your last levels and unfair boss.
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So i also also played Black Toxic Lava, i dislike the beginning since you are required to go through 3 different obstacles just to get a power up. I don't get also why there are floating bones, they don't make much sense. In the first star coin section, i don't get what was the purpose of the star blocks other than being resprite of the question mark blocks. I also don't like how the second star coin is given to the player for free. The level also contained a lot of precise jumping which was a bit unfair for unskilled players. There was also a blind jump which could have been improved if there was a coin trail telling you where to go so you can avoid the lava. I also dislike that the third star coin was also given for free. And that the exit was placed on lava and a bad jump could result into your death and without a checkpoint in the level, this would be very annoying. I like the aesthetics but dislike the floating bones and i like the variety in enemies and that the npc placement was improved outside of the starting zone.
Then i also played Meadow Muncher, the beginning... it's the same as the others, blah blah forcing the player into action, blah blah blah no power up/breathing zone.
The first star coin was a bit unfair to get since you had to find an invisible block to get it. Also yet again i don't get why there are upside down hills which is weird since the bottom part of the tileset doesn't contain grass at all and gravity should have affected these hills but that's only a nitpick. The shoe gimmick didn't respawn in the checkpoint zone which made the level more difficult if you died in it. The challenges with the munchers were a bit too repetitive imo. The second star coin was also a bit unfair since you were required to have the shoe on but i liked the challenge placed for the third star coin. I like the aesthetics, the music really compliments the gameplay as it makes me play more risky, the vegetables are just a life safer against the npcs which keep popping out and i like that the second section was vertical.
If there is something that i want you to improve in your levels is to try to make every setup be a bit different than each other because i have noticed a lot of repetitiveness in terms of gameplay and the npc placement could be improved, don't give some of your star coins for free and make the starting zone a good breathing zone with a power up so the player can be allowed to make mistakes in the beginning.
Last edited by Eri7
on Thu May 09, 2019 3:13 pm, edited 1 time in total.