PixelPest's Peculiarities (Vanilla Roto-disc Passage!)

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Radiance
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Re: PixelPest's Peculiarities (New Level + Custom Boss!)

Postby Radiance » Sun Oct 15, 2017 6:17 am

The first thing I saw in the level was toxic fog, but I wasn't notified that staying there for a long time could kill the character. Although the "beep" sound could alert the player about what's happening in the level, it wouldn't be enough to notify the player that the fog can kill you unless they see the bar on the left side (By the way, the skull looks like more of a jellyfish than a skull). Maybe add some skull sign near the starting point.

The level looks good even the background seems bland. The toxic fog effect made the background less bland although it somehow doesn't match with the 2*2 pixel graphics.

The placing of the NPC is good but the number of Upward Snifits should be reduced. Especially the Upward Snifits that is below the cramped part of second section should be removed as its projectile could hit the player before noticing it. I know it's supposed to be hard but it seems you need to dodge all the projectiles while hurrying that could cause the player would be lost if you let them hurry because of panic. You could either add one more bubble, provide more direction signs, or remove some Upward Snifits.

The boss is great. I have nothing to say with the boss but the boss fight had some issues.

The Upward Snifits on the right side seems useless as there is no place where you can stand on the right side, except for Birdo's head. Also, the Poison Mushroom generator produces Poison Mushrooms fast.

Also I didn't still know what the Golden Onion do.

I enjoyed this level a lot even though there are parts that let me panicked. I'm just disappointed that even the level is hard, it's too short to be enjoyed.
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Re: PixelPest's Peculiarities (New Level + Custom Boss!)

Postby PixelPest » Sun Oct 15, 2017 7:38 am

Mr Briney wrote:The first thing I saw in the level was toxic fog, but I wasn't notified that staying there for a long time could kill the character. Although the "beep" sound could alert the player about what's happening in the level, it wouldn't be enough to notify the player that the fog can kill you unless they see the bar on the left side.

Shouldn't I expect the player to be observant enough to notice something that lights up on the HUD that also usually isn't there? That's also why the first bubble is placed in a location that's unavoidable.

Mr Briney wrote:By the way, the skull looks like more of a jellyfish than a skull.

I disagree. Jellyfish aren't circular; they're a semi-circle with longer tentacles and also wouldn't make sense to be on the meter.

Mr Briney wrote:Maybe add some skull sign near the starting point.

What would a skull sign even do? It would basically have no meaning and could be placed in any level. I originally had signs but they took away from the level. I feel like you can expect at least a little observation from the player.

Mr Briney wrote:The level looks good even the background seems bland.

Also how is the background bland? You didn't even give an example or a suggestion on how to improve it. It's supposed to be a little bit bland since it's a wasteland but there's also a fair distribution of enemies and BGOs. I just don't understand this point.

Mr Briney wrote:The toxic fog effect made the background less bland although it somehow doesn't match with the 2*2 pixel graphics.

You've got to be kidding me. I honestly don't think I've ever seen anyone complain about 1x1 pixels in particle effects.

Mr Briney wrote:The placing of the NPC is good but the number of Upward Snifits should be reduced. Especially the Upward Snifits that is below the cramped part of second section should be removed as its projectile could hit the player before noticing it. I know it's supposed to be hard but it seems you need to dodge all the projectiles while hurrying that could cause the player would be lost if you let them hurry because of panic. You could either add one more bubble, provide more direction signs, or remove some Upward Snifits.

They don't fire on screen and are easily avoided if the player is paying attention. This is intended to be a difficult level so I don't see the problem with creating challenging set-ups that require the player to observe what's around them. It's completely fair since the Snifits are on-screen when they fire and their projectiles don't move very fast.

Mr Briney wrote:The Upward Snifits on the right side seems useless as there is no place where you can stand on the right side, except for Birdo's head.

They're to interfere with the player damaging Birdo.

Mr Briney wrote:Also I didn't still know what the Golden Onion do.

Literally just an SMW collectable star.

Mr Briney wrote:I enjoyed this level a lot even though there are parts that let me panicked. I'm just disappointed that even the level is hard, it's too short to be enjoyed.

It takes me a solid three to four minutes to play the level and it's supposed to be hard. I think that's a pretty reasonable length for a challenging level like this

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Re: PixelPest's Peculiarities (New Level + Custom Boss!)

Postby ADMAndrew » Sun Oct 15, 2017 11:18 am

Is very entertaining :D I was half trying to pass the puzzles of stellar cave :idea: , very good atmosphere of music is very relaxing :lol:
My actual projects :D :
Peach's Heartache - (WIP-BETA1)
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Mario 64 (SMBX Edition) - WIP-DEMO3
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Re: PixelPest's Peculiarities (New Level + Custom Boss!)

Postby PixelPest » Sun Oct 15, 2017 12:03 pm

ADMAndrew wrote:Is very entertaining :D I was half trying to pass the puzzles of stellar cave :idea: , very good atmosphere of music is very relaxing :lol:

Thanks. That's probably the level I'm most proud of making. Glad you're enjoying it

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Re: PixelPest's Peculiarities (New Level + Custom Boss!)

Postby Musicality_Minister45 » Sun Oct 15, 2017 4:55 pm

Were did you get the red platform graphics for Subcon Wastland?
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Re: PixelPest's Peculiarities (New Level + Custom Boss!)

Postby PixelPest » Sun Oct 15, 2017 5:28 pm

Musicality_Minister45 wrote:Were did you get the red platform graphics for Subcon Wastland?

I made them specifically for this level, however they are in my graphics pack

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Re: PixelPest's Peculiarities (New Level + Custom Boss!)

Postby Inspirited » Mon Oct 16, 2017 3:59 pm

You've got to be kidding me. I honestly don't think I've ever seen anyone complain about 1x1 pixels in particle effects.
Not that bad of a point. xD But nothing anyone can do about it. Also you forgot to say "thx for the review" ; (
I don't make episodes.

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Re: PixelPest's Peculiarities (A Wild Preview Has Appeared...)

Postby PixelPest » Sun Nov 26, 2017 12:37 pm



I haven't done anything in SMBX for a while because I've been working on my own game in Corona SDK, however I came up with an idea and ran with it. This is what I've come up with so far

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Re: PixelPest's Peculiarities (Yoshi Parkour!)

Postby PixelPest » Sat Dec 09, 2017 10:22 pm

Image
Difficulty: ●●●○○
Post Date: Dec. 2017
Download Link: https://www.dropbox.com/s/bgvwgt1c8rf6i ... r.zip?dl=0 Image (optional but playable without LunaLua)
Spoiler: show
A level I made recently while trying to look at Nintendo's four-step level design. It's actually inspired by this level: viewtopic.php?f=89&t=20129. I plan on at some point compiling a small episode of remastered levels that look at a gimmick in a low-rated level and try to create something fun out of it.

Screenshot:
Image

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Re: PixelPest's Peculiarities (Yoshi Parkour!)

Postby The_Loaf_Lord » Sun Dec 10, 2017 2:18 am

PixelPest wrote:Image
Difficulty: ●●●○○
Post Date: Dec. 2017
Download Link: https://www.dropbox.com/s/bgvwgt1c8rf6i ... r.zip?dl=0 Image (optional but playable without LunaLua)
Spoiler: show
A level I made recently while trying to look at Nintendo's four-step level design. It's actually inspired by this level: viewtopic.php?f=89&t=20129. I plan on at some point compiling a small episode of remastered levels that look at a gimmick in a low-rated level and try to create something fun out of it.

Screenshot:
Image

Video:


All those poor Yoshis... Anyways, brilliant level, looks amazing, gameplay is very fun, its built around a very underrated mechanic, I love it!
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Re: PixelPest's Peculiarities (Vanilla Roto-disc Passage!)

Postby PixelPest » Thu Dec 28, 2017 9:28 pm

Image
Difficulty: ●●○○○
Post Date: Dec. 2017
Download Link: https://www.dropbox.com/s/vdkkgdslzboc3 ... e.lvl?dl=0
Spoiler: show
I decided to instead of doing a LunaLua level or graphically-heavy level like I usually do, to go even simpler than my most recent level (Yoshi Parkour) and make a completely vanilla level with only default features and assets of 1.3. It isn't without challenge though and shows a lot of building and expanding on challenges and obstacle set-ups, despite the only enemies being roto-discs and thwomps.

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I'd also like a review on this level if possible! I'm interested to see what people think of it

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Re: PixelPest's Peculiarities (Yoshi Parkour!)

Postby Great_Papyrus123 » Fri Feb 09, 2018 10:52 am

PixelPest wrote:Image
Difficulty: ●●●○○
Post Date: Dec. 2017
Download Link: https://www.dropbox.com/s/bgvwgt1c8rf6i ... r.zip?dl=0 Image (optional but playable without LunaLua)
Spoiler: show
A level I made recently while trying to look at Nintendo's four-step level design. It's actually inspired by this level: viewtopic.php?f=89&t=20129. I plan on at some point compiling a small episode of remastered levels that look at a gimmick in a low-rated level and try to create something fun out of it.

Screenshot:
Image

Video:


Btw mario can spin jump above the grinders
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Re: PixelPest's Peculiarities (Vanilla Roto-disc Passage!)

Postby glitch4 » Sat Feb 10, 2018 10:02 am

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