Daywalker
The Daily Browser
Single Player:
Icicle Warehouse Zone by glaber 2/10
The level's appearance is nice, but most of the level itself if not a good portion of it is devoid of anything to make it fun.
The first time the paths split has one path that not only is a lot quicker to but it also puts you on yet another path that is way quicker than the other path you could chose in that area.
The fact that one path was a whole lot faster than the other path and even led you to yet another that is, again, faster than the other one is not completely the problem that I have with this level, it was the fact that both paths in the beginning were not even close to making them different except probably the ice and length.
The side paths were not really worth taking, even the storage room area since the level is too short for items to be of any use.
This level overall is just feels plain tedious because of the fact none of the paths have anything to make it actually fun.
Flooded Mine Zone by Spongecar 1/10
The level is very flawed. The whole level is composed of mostly corridors with little to no open areas. As for how the paths were split, you most definitely do not want it to look like you can jump over it because it just looks plain bad when playing through and it is pointless to make a part look like you can jump over when you really cannot.
The 1-up on the left path is way too easy to get, you want to have the player actually work for it by making it challenging to get or find.
The same type of texture and death pits out of your sight around corners while being underwater is a horrible combination to have, it is a bad design choice because it is a cheap death for some and it just is not even fun since there is no real challenge.
The path with the gargoyle puzzle that came directly from another level does not even add to your own level, you do not want to take bits and pieces of levels or the exact replica of a puzzle others used because it is very unoriginal and does not add anything to you own level. It would have been a lot better if you created your own orginal gargoyle puzzle and made it fun.
The end is not only unfitting but it is an easy death since any players first instinct would be jump over the row of spikes since it looks like you would have to.The areas where you have to walk around the spikes are barely visible.
The level theme is a good idea but the execution is very poor. My suggestions would be if you still want to improve this level is to look at zones like Deep Sea Zone and Arid Canyon Zone as far as the base level design goes and look at other zones from the official Sonic games such as Underground Zone (Sonic 2, Gamegear/Master System), Mystic Cave Zone (Sonic 2, Genesis) or any zone that helps you the best whether you chose to start from the ground up on this level or not. Looking at how different zones are made in Srb2, official Sonic games and even some (good) unofficial Sonic games can help you have an idea of what zone you want to make or how you want to make your level, but you have to be original and creative with your ideas.
Twilight Isles by Thompson 6/10
I really enjoyed both paths in this level. The puzzles you made were creative, especially the ones where you had to find a way to raise the water level to continue on. In the room after the one crusher it was not clear on where you had to go I assumed that you could spindash into one of the upper walls since the platform was high enough until I saw that where I needed to go on one replay of the level, in future levels I highly suggest adding some sort of visual indication like texturing or ring placement to help lead players in the right direction to completing the level. I also suggest making sure some areas are not too crowded like the stairway in the second gargoyle puzzle room and making sure ledges are not out of reach or too small to help those parts of the levels flow better. I really enjoyed the Air Glider segment at the end, it was great to see that someone added it into their level with a certain gimmick to it, although the last couple of the rings you needed to go through need to be a bit spread apart since the Air Glider does not reach them in time due to how it moves.
Overall I enjoyed this level, but it needs some work on visual indication for future references on any future levels.
Icicle Warehouse Zone by glaber 2/10
The level's appearance is nice, but most of the level itself if not a good portion of it is devoid of anything to make it fun.
The first time the paths split has one path that not only is a lot quicker to but it also puts you on yet another path that is way quicker than the other path you could chose in that area.
The fact that one path was a whole lot faster than the other path and even led you to yet another that is, again, faster than the other one is not completely the problem that I have with this level, it was the fact that both paths in the beginning were not even close to making them different except probably the ice and length.
The side paths were not really worth taking, even the storage room area since the level is too short for items to be of any use.
This level overall is just feels plain tedious because of the fact none of the paths have anything to make it actually fun.
Flooded Mine Zone by Spongecar 1/10
The level is very flawed. The whole level is composed of mostly corridors with little to no open areas. As for how the paths were split, you most definitely do not want it to look like you can jump over it because it just looks plain bad when playing through and it is pointless to make a part look like you can jump over when you really cannot.
The 1-up on the left path is way too easy to get, you want to have the player actually work for it by making it challenging to get or find.
The same type of texture and death pits out of your sight around corners while being underwater is a horrible combination to have, it is a bad design choice because it is a cheap death for some and it just is not even fun since there is no real challenge.
The path with the gargoyle puzzle that came directly from another level does not even add to your own level, you do not want to take bits and pieces of levels or the exact replica of a puzzle others used because it is very unoriginal and does not add anything to you own level. It would have been a lot better if you created your own orginal gargoyle puzzle and made it fun.
The end is not only unfitting but it is an easy death since any players first instinct would be jump over the row of spikes since it looks like you would have to.The areas where you have to walk around the spikes are barely visible.
The level theme is a good idea but the execution is very poor. My suggestions would be if you still want to improve this level is to look at zones like Deep Sea Zone and Arid Canyon Zone as far as the base level design goes and look at other zones from the official Sonic games such as Underground Zone (Sonic 2, Gamegear/Master System), Mystic Cave Zone (Sonic 2, Genesis) or any zone that helps you the best whether you chose to start from the ground up on this level or not. Looking at how different zones are made in Srb2, official Sonic games and even some (good) unofficial Sonic games can help you have an idea of what zone you want to make or how you want to make your level, but you have to be original and creative with your ideas.
Twilight Isles by Thompson 6/10
I really enjoyed both paths in this level. The puzzles you made were creative, especially the ones where you had to find a way to raise the water level to continue on. In the room after the one crusher it was not clear on where you had to go I assumed that you could spindash into one of the upper walls since the platform was high enough until I saw that where I needed to go on one replay of the level, in future levels I highly suggest adding some sort of visual indication like texturing or ring placement to help lead players in the right direction to completing the level. I also suggest making sure some areas are not too crowded like the stairway in the second gargoyle puzzle room and making sure ledges are not out of reach or too small to help those parts of the levels flow better. I really enjoyed the Air Glider segment at the end, it was great to see that someone added it into their level with a certain gimmick to it, although the last couple of the rings you needed to go through need to be a bit spread apart since the Air Glider does not reach them in time due to how it moves.
Overall I enjoyed this level, but it needs some work on visual indication for future references on any future levels.
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