halibabicaASCEND DESCEND
-This was pretty interesting. It easily falls in the 1 category. It is by no means the easiest castle ever.
-The low ceilings were utilized pretty well. Some people get frustrated by this but I encourage it: That's a key feature of castles over the other level types in Mario. As long as you don't make the ceilings too low or overdo it throughout the level, it's fine.
-The design of this castle utilizes space exceedingly well. It doesn't have you run all over the place and is ultimately linear in the end. But it's how tight everything is and how it come into play with the enemies and jumps that I'm gushing over: Exemplary level design.
-Why are those goombas blue? Those are the underground ones! Make them the regular brown kind or the grey castle kind.
-The standard bricks combined with floor tiles looked a little weird.
-I picked up on the path to the P-switch my first time through. Therefore, that's perfect. Excellent.
-Dry Bones and their regenerative abilities are actually utilized for once.
-If I have a SMBX pet peeve, it's stuff respawning immediately after I pick it up. Set the generator for 7 seconds instead of 1.
-It is very nice to be able to go back through doors. Good foresight.
-Second section was great. Perfect checkpoint placement.
-Bear in mind that because of the delay when you hit the blue switch, and the platforms generating, the player could just hop down that whole shaft. You don't have to fix it, but if you can think of a way to do so you should implement it.
-Never would have thought to make those platforms “together.”
-Congratulations. You've created the only Boom Boom fight I've ever played that was genuinely challenging. *thunderous applause*
-Therefore, he's actually too hard for a Level 1 castle! I really love this fight and want you to use it. Just in a castle of higher difficulty. Now you must make another level. See what your hubris has caused?
DavenportI had to deny Skull Dungeon and Sky Tower. They both have some bad ideas in them, but the biggest reason I'm denying them is because they feel like you just threw them together. They don't challenge the player as much as bore them, Sky Tower does that the most. The first part of Skull Dungeon, before you get to Bowser, was pretty good. But the rest of the level is poorer and more boring, and I don't think the graphics look very good. I want you to try again because I think you can make much tighter and consistent levels that aren't as full of clutter. This is a
Masterpiece Set after all.
But! Agony Castle was pretty good! I think this would count as a 2 for difficulty. The spike pillars are placed very well! And they are engaging! The castle looks good because you didn't use a lot of graphics: It feels more “put-together” when you do so. Well done here.
AGONY CASTLE
-I'm very happy you used Yoshi's Island music at the start! But why change it when you go inside? Make Section 1 have that music too. I'm very picky when it comes to music.
-The two switch blocks at the beginning (yellow and blue) are completely pointless and only serve to delay the player. Get rid of those and the two propeller blocks at the start.
-I would like it if you used the regular SMW doors instead of those window graphics. For consistency with the other levels.
-I like the spikes! I didn't think anyone would be able to pull off falling spikes like SMW but here we are! You even clued them in well by spacing the falling spikes differently. Very nice!
-Still, I'd like it if the player were clued in a little bit better. You should get rid of the graphics for the normal SMW spikes, but keep the graphics for the falling spikes.
-You didn't have to put two propeller blocks. One would've been enough. No big deal, though.
-There are some SMB3 coins in a circle that you should change to the SMW coins. For consistency. I'm going to be saying that a lot. Here's what I'm talking about:
-This looks cluttered. Change all wood spikes to the regular SMW ones, fix the left side of the floor so it matches, and take out the Corner floor tiles and replace it with the Filler ones.
-I should also mention I don't like the buzzsaws and how they're both green and purple. You shouldn't use a lot of custom graphics just because you can. It doesn't look very good and people won't take your level seriously. You should only use a few graphics that are consistent with one another. Or only if you need to distinguish something.
-Good use of the Red and Green switch blocks. And a tricky buzzsaw!
-Change the SMW checkpoint to the regular colors. For consistency with the other levels.
-You'd probably be better off without a boss, but I honestly thought Wario was pretty funny. But I don't like how he can hit his head on those bridge tiles. I would move the springboard next to the left of the table. Then use some blocks to block off the sides of the ? Sphere. Like this:
Ratty525GIMMICK CASTLE
-The castle looks much better now! I'm really digging that first outside area.
-The spike setup you have in the first section is very good! A fine introduction to the gimmick. I noticed that you can go up that block from both the left side and the right side, but the right is trickier. Maybe add some coins or a dragon coin (or both!) there to give some tiny incentive to go that way. I highly doubt anyone would, but why not?
-The new backgrounds in the big rooms were a much better idea than my suggestion. Good call.
-That square part of the obstacle blocks in the first big room looked like a good place for coins.
-I still think 3 1ups would be better than 1 for the red coin area.
-I still think you're better off without a boss fight.
SARASALAND TEMPLE
-I've not played Super Mario Land. But I get the feeling I don't have to, you just have to point at this level and say “that.”
-I'm assuming that you intend for Mario and Luigi to enter the level through that first pipe. Even if you didn't, that is what's going to happen. :P
-The dirt blocking off the left side passage was a nice graphical touch. The sandstone blocks mixed with the dirt also looks very nice.
-Good usage of space and positioning of the ceiling.
-I would definitely put this at a 3.
-Those bomb-shells (AIN'T I RIOT) are cute.
-I'd prefer it if you made the hearts into normal 1ups. I know they're a throwback to Mario Land, but consistency with the power ups is important. Just take the SML mushroom you have and recolor it green.
-Nice bonus room! Didn't Mario Land have a bright white background for those areas? I think it might be neat if you had a more “bonus-y” background for that part.
-Not happy with the lion-thingies. It's neat that you can kill them, but because they can shoot backwards it looks really awkward. And it's the bad kind of misdirection, the sort that's more annoying than clever. Just make them one of the statue npcs so they shoot straight.
-The obstacles here are tricky, but not too tough. I like that a lot. The piranha plants and pipes are all placed in very good spots.
-The checkpoint is in a weird spot. I subscribe to the notion that they should be placed relative to the stage's difficulty (The boss shouldn't enter into it). And I would have put it back a little farther if it were me. I'd recommend doing so, but you don't have to as it also works where it is.
-I'm iffy about that last wood platform. Most players will think to wait for it to fall down close to the ledge and jump from there, but SMBX is weird about that sometimes and it won't let you jump. I'd lower it down to the same level as the ledge to avoid this: I always just jumped over that platform and slid down the wall anyway.
-Maybe make a 6 tile high sandstone pillar above those two wood platforms that are on the same level as each other. Since you have the checkpoint right before that part, it could stand to be a little trickier, and I think that would do just nicely.
-The boss fight is pretty neat! When the boss is killed, make sure to hide all Spawned Npcs so his firebreath doesn't kill the player post-mortem. And I would fix the screen positions after his death so it only shows the bridge area and the remainder of the ? Sphere room.
OtaboOVERGROWN OBELISK
First thing's first: This castle is way too long. WAY too long. It went well over the 2-4 minute limit. Some cutting needs to be done. The castle itself was one of the prettier ones I've seen thus far: The yoshi's island aesthetic really works here. The background in particular is great. I see where Ratty is coming from about the vines, but I think its okay to have them as-is.
-I do think you need to cut back on some of the background stuff though. The vines and the trees look great but they could do to be pruned in certain spots. It looks a bit cluttered otherwise. Like I said awhile back: We're not out to make the fanciest or most unique looking castles, but ones that focus engaging the player in tricky platforming, well placed enemies, tight level design, and challenging obstacles.
-Here's the thing tough: There is some bad and some good in this level. In both sections. In equal amounts. This is a tough one for me to judge! One of the two sections needs to be cut entirely: It would make the castle's length much more manageable. But which to cut? That's the tough part. I'll leave that to you to decide. I personally think the first section is the stronger one: Too much stuff in the second I don't like.
-Like those “rotating” yoshi's island platforms. I get they're mainly there for the reference, but it's bad design to put them in such an open level like this one. The reason being that it would REALLY help if there was a “timer” that gave the player a better idea of when they'll switch. But if you do that in a large open level that only uses them sparsely, it does it throughout the whole section. A dilemma! It's also hard to tell when the spikes have flipped with the graphics you used.
-Therefore, I recommend if you want to still use them, put them in a room of their own, or have a specific ON/OFF block trigger them.
-This level is not just huge in length, but in general size! You did this okay, but I don't normally like large open levels because it means the level isn't paced as well as it could be. And it encourages developers to give the player the runaround a lot, as is the case here. I also really don't like those switch blocks: Your most common use for them is to block off the player's path. This is terrible.
"2. Delays are awful. They kill the pacing of a level and diminish the quality of the stage."
-Instead of that. Completely get rid of any switch blocks that impede the player. They're no fun anyway. Make some of the pipes your level has an abundance of awash with secret rooms. You can utilize some of the content (the good content!) that you did in the other section in those rooms. Make sure they're small rooms! Don't overwhelm the player with too much stuff! Yoshi's Island was a completely different game than the rest of the Mario series!
-Is there any particular reason the Spike Tops are blue instead of red? If that reason is because they look different, change them back to red.
Is there any particular reason the Fire Flowers flash? If that reason is because they look different, change them back to normal. (I admit that this is only because I think it is purely superfluous: Just making them flash because you can. And it looks tacky to me)
-People are going to think the Egg blocks have something in them. Just saying.
-I would get rid of the random powerups, but not for the reasons the others stated: I feel its like a it of a cop-out on the dev's part. Part of designing a level is knowing what kind of powerup to give and when to give it.
-So many of those Flowers (all of them?!) require you to go out of your way to get them. They shouldn't be well guarded like that. That's the territory of 1up mushrooms or hammer suits. Dragon Coins should just be placed in spots that are on the player's way, but make them have to think to go there. Like an alternate path rather than a backtracking one. If someone goes to all that trouble to go down a path just to get a Flower they will be mad.
-If you have blue koopas kicking shells, and those shells are in the prime trajectory to hit the player, put the koopas back at least one tile to give the player some reaction time. This is a must.
-Same with that koopa kicking the green switch. That's usually a fun concept, but the way you set it up leaves the player no time to react. They need to see it in action first, otherwise it's a cheap death. (And that close to the finish!)
nin8halosASSAULT ON SKULL CASTLE
-Well. This is a cool level.
-My first instinct while playing was to say this level was too long. And although it is filled with alternate routes and therefore on the longer side, it's not a problem because the sparser enemy placement largely compensates for it. It was the pacing that bothered me. The entire level is one huge section, which is the biggest detriment to it (that's not saying much though). I think you would have been better off if you'd chopped it into two sections: One, everything before those pits you fall into near the middle, and the other the rest. Or I could just be insane and biased against big levels.
-You could probably accomplish this by cloning the level into section two, and adjust the borders accordingly. Add a pipe or door and voila. My memory's rusty on that though, so you should make a backup of the level just in case. It also means if it doesn't work well as two sections, you can still use the original.
-You are the graphics go-to guy. It astounds me you're just “able” to get the megaman sprites and apply them to SMBX.
-This stage is reminiscent of Wily Stage 1, and is a faithful facsimile without deviating from Mario gameplay too much. Great stuff.
-The walled off coin room has an enemy in it. A bat no less! In this level, adding too much risk to exploring seems counterproductive. Just take it out of there.
-The trickiest part of this level are the ladder-spiders. Particularly that bit with 4 in a row.
-I'd put this level at a 3.
-This is another level that utilizes space well.
-Well placed 1up on that platform out in the middle of Nowhere.
-I like the cloud platforms, but I was also worried about what Ratty noted. I checked to see if you could get stuck: It's not a problem in this case. The platforms respawn rather quickly if they go offscreen, which they're guaranteed to if you fall. The platforms are also pretty easy to navigate, so I foresee little trouble from even inexperienced players.
-That final climb was the highlight of the level.
-I kept expecting the miner guys from MM1 to pop out as hammer bros. It's probably for the best you didn't use them. (Maybe the third level?)
MAD SCIENCE
-This is a fun and engaging level. Well done.
-Those eyes on the pancake guys when you pick 'em up are priceless.
-I would actually put this one at a 2. It's merely tricky compared to some of the other levels we've got going here.
-The powerups are all in good spots.
-I really like the water areas here. The enemies are placed in such away as to highlight Mario's swimming rather than for it come across as a burden.
-I was relieved to discover the spikes weren't instant death.
-This level is better paced and of good length. Otherwise I can't think of many problems with it. I think this is GOOD TO GO.
Link_2112THE REZNOR PIT
-That outside area looks great! I'd use a regular door instead of the boss door though: I want boss doors to only be used before bosses, since this is a castle compilation and all. I think it's a little weird the two SMW koopas don't get pooped out of their shells when you hit them, but whatever.
-I think it would look even better if you used the ghost house grass for the ground. That's the duller-looking SMW grass tiles if you're confused.
-Nice placement of the key. ;D
-That black spot you have for the castle entrance looks really off. Just get rid of it.
-I like that first jump. Good and tricky, but not too tough if you get the timing right!
-Like I suggested to Ratty: Only use those floor tiles for the floors. The dull grey tiles should be for the walls and ceilings, in jagged formations. Both in the first room and the pitfall room. This adds a lot of aesthetic value and would spice up your castle quite a bit.
-Other than that, I don't like the first room very much. Not keen that the primary obstacle here is just a wall of fireballs. It's a bit boring. It would also be nice if the player had more than 2 mushrooms to work with (like a Leaf). Some of the bigger ones are placed in some pretty rough spots. But I only have a particular issue with the one just before the 4 tile fence, which you should place 2 blocks to the right.
-That first firebar is badly placed. Since the player can trigger the skull raft and choose to go on the fences, there are too many possible instances where the player will not be able to get past it if they go that way. (Yes I know they can use the fences to hop over it, but it would be bad design to have it there anyway.)
-The firebars and that one big fireball that go through the lava are interesting ideas (meaning I kind of like them) but I can already see people being frustrated over them, which we're specifically trying to avoid. It also leaves a large percentage of the screen un-utilized, and makes this first section very empty.
-This collaboration is first and foremost an exercise in level design. So I want you to try and come up with something entirely different for that first room. Don't make it so open: Have narrower spaces & corridors. I actually think you'd be better off just focusing on well-placed firebars and buzzsaws. Buzzsaws were key obstacles in the Reznor fortresses, so it would work well with this level! You could also use your resprited enemies more effectively.
-Regardless, the firebars need a salient marker: A block at the center. I don't know what to make of not having “whole firebars” like you have, so I'd really appreciate what the other developers think about them.
-Well done with the hammer suit. I doubt anyone will think to do that. It would be better if you put a pipe up there that leads to a bonus room with the hammer suit in a big ? Block. Some coins or even 1ups in addition to the suit would be nice: Really reward the player for figuring that out!
-No minibosses. (But I thought it was hilarious you could just spin jump him.)
-That pitfall room is pretty neat! I like it.
-I rather like the second room where the midpoint is. It's pretty tough and uses a lot of trial-and-error. Yet, because the midpoint is so close, and because you can easily learn your way through, I don't think it will be too frustrating. I also like how there are multiple ways down, which makes this room much more interesting than if it were only one linear drop. And since Ratty's Gimmick Castle will cover our bases with jumping on the sides of spikes, that isn't an issue either! Nice job.
-HOWEVER. I only feel that way about the room itself. I don't at all like the generating fireballs. The room itself is honestly enough. Get rid of 'em. You could put some simple enemies on a few key platforms if you wanted to. Maybe piranha plants in pipes.
-I would highly recommend having only a black background for the spike section. It reinforces that this part will be a difficult one, and put players in more of a mindset to deal with the challenge presented. The background you currently have will make them think it's sloppy......JUST TRUST ME ON THIS.
-Those coins requiring that tricky jump to get to are stupid (if you wanted to troll the player like that you shoulda made it 1 coin! :P). Make it a 1up or a powerup. That tanooki suit should be here! And a leaf should be down there!
-The Reznor fight was pretty interesting. Not what I was expecting. Make sure that when the player kills one Reznor, it also gets rid of it's generating fireballs.
DarklordKeinorDUNGEON OF PAIN
-I love this level. This is right up my alley. And it exemplifies the quality of design we're shooting for.
-The beginning fall is a great way to introduce the level. But since this will be a one player game, you didn't have to make two chutes. You can keep it if you like, just thought I'd mention.
-This castle is definitely a 4. Maybe a 5. It's pretty damn tough. Weird that it's Iggy's.
-Excellent music choice and background. They make the level stand out.
-One of the things I have an issue with is the moving chain. It easily can be thrown out of alignment, forcing the player to wait for it. They may make a leap of faith. To avoid this, take the Axe npc and make it's graphic invisible. Have this on the platform where the chain will appear. Have the axe trigger the chain's movement so that it will move toward the player when they arrive at the platform.
-That first roto-disc is diabolical. So is the bullet! That's acceptable for a late game castle, but if you want it to be a little easier you could make the roto-disc a Top instead of a Bottom. I personally love it.
-I like that little nook at the first hammer bro where you can hide from him if you're quick enough.
-The other thing I'm iffy about is the second hammer bro. Sometimes I can make it past him, other times not. His hammer throwing is too random to predict. Instead, I would make a little nook for a thwomp above that last pillar. That may be even harder, but it's more predictable. And more fair.
-The chain next to the hidden 1up looks strange because only the end-chain graphic was used. So fix that up.
-I got the version where that one-tile wide spike drop was inbetween the fire bros. So if you haven't, definitely make that 2 or 3 tiles wide. The spikes at the ladder are fine though.
-This is my favorite castle so far. I hope to see more from you!
masterofmayhemPALACE OF FROZEN DAGGERS
This level lagged my computer really bad. Probably due to the concentration of blocks and graphics. I had a hard time playing, so I don't have much to say about the platforming as of now. From the looks of it, it seemed pretty fair and good to me!
-This is a contender for Best Level Title.
-Yay Secret of Mana music! :D
-Don't use the “No Turn Back” option. It adds nothing to your level. In fact, it takes stuff away from it!
-I know everyone's told you this, but the icy bits are inconsistent: Some are flagged “slippery” and some aren't. All icy tiles must be slippery. Either that or don't use ice tiles.
-The biggest problem with this level is that the colors are all bright ones that blend together. This includes the background you used. The tiles are all bright shades of blue and white. This makes it hard to see anything. It would be nice to have some contrasting colors. Not a lot, just in key areas like specific platforms. The blue platform blocks could stand to be red-violet or yellow-blue, for instance. This gives players a marker from which they can gain their bearings.
-Another way to improve this would be to take out the icicles you have on the ceilings. They didn't look very pretty me, and only served to clutter the level. So get rid of all of them (in the interior, exterior was fine). I subscribe to a notion of minimalism in platforming games: You can pretty it up, but you have to be careful how you do so or else the player's eyes will strain since they have to concentrate on the entire screen instead of specific parts.
-Why oh why did you use the background you set to “Cave” and not the background set to “Castle” just underneath it? I like it better! The “Cave” one should be for the bonus room! This is only my opinion.
-I thought the Thwomps as chandeliers were a little odd, but nothing bad. Still, no one will expect them to be thwomps: Put a chandelier above the first set of blocks. Right where that ninji is (take him out btw or it'll muss the thwomp up). This way the player will know they're thwomps.
-To aid in the lack of contrasting colors, make the goombas you have outside regular ones instead. Also, make the ? Blocks the normal yellow kind. Same goes for the doors. And other key blocks.
-I think that first mushroom ought to be a fire flower or ice flower. I condone the use of plain mushrooms in blocks, but in this case I think it should be an actual powerup.
-Water must be swimabble. I can't believe I forgot to make that a rule! Go to the Water tab and extend the green water tiles until they're how you want them, and put them on the water backgrounds. You can leave the waterfalls as is.
-I would take out those blue fireballs. If you want to have them you should just use lava. Or you can put fish in the water.
-BIG problem with that bonus room: You can't return out of the pipe you entered. If the player has no fire flower (while unlikely, it could happen) they'll be stuck. It's also a pain in the ass to melt all those blocks to get to the other end. Just make a small square of ice blocks around the 3up and erase the rest. Killing two birds with one stone.
-Once again, excellent use of the background brick tiles.
-I think players have reported the Spark enemies causing heavy lag if you place a lot in a level. You may want to use regular enemies in their place. If you still use them, make them the regular sparks to aid with contrasting colors. Or find those yellow SMW ones.
-Like nin8halos said, there's a string of open space above on the ceiling in Section 3.
-You put the yoshi in a good spot!
-Those two ninjis on that high ledge in Section 3 would be better off as 2 blue shy guys. I may change my mind on this when you take out the icicles. We'll see.
-Nice ending area! Very pretty!