TheDinoKing's Workshop

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TheDinoKing
Kamikaze Koopa
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TheDinoKing's Workshop

Postby TheDinoKing » Fri Jun 23, 2017 1:37 pm

Welcome to my workshop where you can play the levels I've made.
Levels are in order from newest to oldest.

pyramid castle*
Spoiler: show
Rock Mountain*
Warning: This level does not load on Beta 3's PGE. You have to update PGE to play this level. http://wohlsoft.ru/forum/viewtopic.php?f=11&t=1977
Spoiler: show
emerald hills*
Spoiler: show
* requires LunaLua

Older levels
Last edited by TheDinoKing on Tue May 08, 2018 4:26 pm, edited 10 times in total.

glitch4
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Re: TheDinoKing's Workshop

Postby glitch4 » Fri Jun 23, 2017 1:50 pm

Review of Rock Mountain

The level starts nicely. The first section contains sizeables with slopes, which also have real physics, which I liked it. Since you placed statues which made of rock, the level title makes much sense. The red coins for running emeny is a good ideam, since it warns the player about it. Also it contains bullet turrets moving out from pipe, with a red bullet that moves back itself, which is the neat thing. The NPC variety is good and fits for a mountain. For first section, it is nicely done. It also contains a power-up called Super Flower (if I remember), which is neat item.

The second section is decent. While it contains the same stuff, it has more slopes and less emenies. The first screens have downward slopes, which requires jump button abuse, I suggest make these kind of slopes less. The part with sizeables should have more flying emenies, in case to make it less harder.

The third section is a cave section, basiclly slide down till you the section stops moving. Neat one.

The fourth section includes falling rocks, slopes and falling cave tiles. While the rocks and falling cave tiles (those yellow ones) are good, the slopes here are too many for me. Like in section 2, some screens have very downward slopes that requires jump button abuse to get up to progress. I suggest removing them as long as it doesn't require pressing jump button a lot.
http://i.imgur.com/tl7fNFL.png
http://i.imgur.com/uNPNfbI.png
http://i.imgur.com/XhBVFnV.png
http://i.imgur.com/9mCSjh7.png
http://i.imgur.com/y4nqERj.png

After that, I destroy the goal point.

Overall, this was a decent mountain level. It has some nice ideas that made the level good, such as real slope psychics, a neat power-up and the underground slide section.

Gameplay: 5/10
Creativity: 6/10
Aesthetics: 7/10

Total: 18/30
Average: 6/10
supporting: show
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TheDinoKing
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Re: TheDinoKing's Workshop

Postby TheDinoKing » Fri Jun 23, 2017 2:23 pm

Thanks for the review.

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Public Enemy Number 1
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Re: TheDinoKing's Workshop

Postby Public Enemy Number 1 » Tue Jun 27, 2017 11:51 am

Today I'll be reviewing Emerald Hills.

This level, overall, is a pretty good level. The Sonic-style aesthetics are perfect for showcasing the Speed Mushroom, which by itself is a pretty great power-up. The design of the level is also neat, with slopes that help you jump high and water to run across. I especially liked that chase scene with that Rinka thing. The only part I didn't like was the final section when I was running from bombs. I mean the idea was nice, but #1, It was kinda slow, and #2,most of the bombs didn't even hit, and #3, it was kinda anticlimactic. But overall, demonstrates what it is supposed to, has fitting aesthetics, and the Speed Mushroom was just plain fun to use.
Rating: 8/10
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TheDinoKing
Kamikaze Koopa
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Re: TheDinoKing's Workshop

Postby TheDinoKing » Tue Jun 27, 2017 11:53 am

Thanks for your review.

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TheDinoKing
Kamikaze Koopa
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Re: TheDinoKing's Workshop

Postby TheDinoKing » Sun Sep 10, 2017 1:20 pm

Made a new level.


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