Man, am I glad to be writing this kind of post again.
1. Seraphic Skylands Zone by Spherallic
2. Sand Valley Zone by Chrome
3. Glacier Gear Zone by toaster
4. Egg Outposts Zone by Tyrannic
5. Clock Tower Zone by RedEnchilada and Pac
6. Sacred Woodland by HAPPYFOX
7. Midnight Caves Zone by Chaobrother
8. Floral Road Zone, Act 1 by "Lat'"
9. Emerald Lake Zone, Act 2 by glaber
Honestly, I don't think anything in here is terrible. The last four were just a coin toss, ultimately they're all pretty playable. Good job guys! (except you glaber)
Floral Road Zone, Act 1 by "Lat'"
One thing you seem to have a problem with is filling up space. There are a lot of stretches of just running or very basic platforming, and it seems to me like you could do a lot more to make the experience more engaging. The player vertically has a lot of breathing room already, so try some advanced level geometry, throw some FOFs in there. Aesthetically the level looks pleasant enough. Also you're really generous with just handing the player 1ups for finding a spot.
Music files need to be normalized. Too quiet compared to ingame audio. Sonic's speed mod and the red crawla's extra "bulk" don't really come into play with the way the level is designed.
Sacred Woodland by HAPPYFOX
My reaction to your level to boss transition: https://www.youtube.com/watch?v=vx9srMlojDg#t=622
You had a great atmosphere building up with your first two music tracks. Dialga/Palkia just... doesn't do it for me.
Aesthetics are nice, but you could build up your surrounding walls a little bit; actually they're pretty featureless gameplay-wise too. Room warp transitions need work. Platforming is pretty decent. Button hunt feels a bit arbitrary.
Glacier Gear Zone by toaster
Well, this level's way better than Wacky Workbench, I'll tell you that. But man, that one bouncing section with the laser for a ceiling that you have to zigzag across? Kind of a bitch. Aesthetics are great, challenges are neat and engaging. I feel like you could have used the gimmick even more than you have already though.
Clock Tower Zone by RedEnchilada and Pac
This is a great demonstration of the fantastic 2D mechanics that have been implemented. I want to like this level, but Robo Hoods really suck shit in a 2D environment when their only telegraph is a crappy two-frame animation with no sound effects. Honestly I would have just used pop-up turrets. The trampoline object is cool too, but it feels wrong that I can't use my abilities while I'm on it. The interior aesthetics are just uninteresting; the level progression is a bit confusing in spots (where do I go after obtaining the armageddon shield?)and punishing in others. Also, your audio is too loud, normalize it.
Emerald Lake Zone, Act 2 by glaber
It crashed instantly. Welp! That's one glaber map I don't have to worry about.
Alright alright, I retried and it worked this time. It's... passable, but really doesn't feel inspired at all. Aesthetics are really bare in a lot of spots, motorbugs don't work in some spots. Whole thing kinda just feels like an obstacle course with not a lot to offer. You could have done something with the slope "physics" you showed off at the end of the level, but you didn't. Why is there a 4-foot-tall fence that I can't jump over guarding the goal sign at the beginning? That's dumb.
Midnight Caves Zone by Chaobrother
No one ever uses TUNES 91! My ears thank you.
I actually kinda like this, your different areas have a decent amount of personality. However, you made some glaring mistakes:
* Arrow signs everywhere! I know you want to keep your player from getting lost or dying a cheap death, but arrow signs just break immersion. You need to try more graceful solutions. Entice them with rings, modify your level branches to "flow" into the next section so that your player sees it first.
* I wanted to jump out the windows of your castle to reach the secret area, but I'm being mysteriously held back by invisible walls. You should add glass panes to make it clear that you can't jump through them.
* Your waterslide completely lacks water rushing sound effects. Breaks immersion.
* All in all just not really engaging in terms of obstacles.
Sand Valley Zone by Chrome
Oh man, now this is a level! This takes a handful of gimmicks and just constantly builds ideas off of them. Feels really expertly crafted, great theming and just a lot of fun to play.
Egg Outposts Zone by Tyrannic
That tune is cool and all, but I don't know how well it fits the theme of this level. Level seems fine overall, the theming feels a bit eclectic though. It's not contained well into a single palette of colors. There is an instance in the second-to-last section where I got sucker-punched by a turret and had to climb all the way back up; considering the platforming, that wasn't very fun. I don't have much else to say.
Seraphic Skylands Zone by Spherallic
Oh my gooooddddd~~~
This is like the most sublime experience. I just kept gushing over the aesthetics and the skybox and... JESUS it's good. It's full of secrets and fun gimmicks, the little details like the patterns you put your rings in.... Everything in here is just cavity inducing. #1 for sure.
2. Sand Valley Zone by Chrome
3. Glacier Gear Zone by toaster
4. Egg Outposts Zone by Tyrannic
5. Clock Tower Zone by RedEnchilada and Pac
6. Sacred Woodland by HAPPYFOX
7. Midnight Caves Zone by Chaobrother
8. Floral Road Zone, Act 1 by "Lat'"
9. Emerald Lake Zone, Act 2 by glaber
Honestly, I don't think anything in here is terrible. The last four were just a coin toss, ultimately they're all pretty playable. Good job guys! (except you glaber)
Floral Road Zone, Act 1 by "Lat'"
One thing you seem to have a problem with is filling up space. There are a lot of stretches of just running or very basic platforming, and it seems to me like you could do a lot more to make the experience more engaging. The player vertically has a lot of breathing room already, so try some advanced level geometry, throw some FOFs in there. Aesthetically the level looks pleasant enough. Also you're really generous with just handing the player 1ups for finding a spot.
Music files need to be normalized. Too quiet compared to ingame audio. Sonic's speed mod and the red crawla's extra "bulk" don't really come into play with the way the level is designed.
Sacred Woodland by HAPPYFOX
My reaction to your level to boss transition: https://www.youtube.com/watch?v=vx9srMlojDg#t=622
You had a great atmosphere building up with your first two music tracks. Dialga/Palkia just... doesn't do it for me.
Aesthetics are nice, but you could build up your surrounding walls a little bit; actually they're pretty featureless gameplay-wise too. Room warp transitions need work. Platforming is pretty decent. Button hunt feels a bit arbitrary.
Glacier Gear Zone by toaster
Well, this level's way better than Wacky Workbench, I'll tell you that. But man, that one bouncing section with the laser for a ceiling that you have to zigzag across? Kind of a bitch. Aesthetics are great, challenges are neat and engaging. I feel like you could have used the gimmick even more than you have already though.
Clock Tower Zone by RedEnchilada and Pac
This is a great demonstration of the fantastic 2D mechanics that have been implemented. I want to like this level, but Robo Hoods really suck shit in a 2D environment when their only telegraph is a crappy two-frame animation with no sound effects. Honestly I would have just used pop-up turrets. The trampoline object is cool too, but it feels wrong that I can't use my abilities while I'm on it. The interior aesthetics are just uninteresting; the level progression is a bit confusing in spots (where do I go after obtaining the armageddon shield?)and punishing in others. Also, your audio is too loud, normalize it.
Emerald Lake Zone, Act 2 by glaber
It crashed instantly. Welp! That's one glaber map I don't have to worry about.
Alright alright, I retried and it worked this time. It's... passable, but really doesn't feel inspired at all. Aesthetics are really bare in a lot of spots, motorbugs don't work in some spots. Whole thing kinda just feels like an obstacle course with not a lot to offer. You could have done something with the slope "physics" you showed off at the end of the level, but you didn't. Why is there a 4-foot-tall fence that I can't jump over guarding the goal sign at the beginning? That's dumb.
Midnight Caves Zone by Chaobrother
No one ever uses TUNES 91! My ears thank you.
I actually kinda like this, your different areas have a decent amount of personality. However, you made some glaring mistakes:
* Arrow signs everywhere! I know you want to keep your player from getting lost or dying a cheap death, but arrow signs just break immersion. You need to try more graceful solutions. Entice them with rings, modify your level branches to "flow" into the next section so that your player sees it first.
* I wanted to jump out the windows of your castle to reach the secret area, but I'm being mysteriously held back by invisible walls. You should add glass panes to make it clear that you can't jump through them.
* Your waterslide completely lacks water rushing sound effects. Breaks immersion.
* All in all just not really engaging in terms of obstacles.
Sand Valley Zone by Chrome
Oh man, now this is a level! This takes a handful of gimmicks and just constantly builds ideas off of them. Feels really expertly crafted, great theming and just a lot of fun to play.
Egg Outposts Zone by Tyrannic
That tune is cool and all, but I don't know how well it fits the theme of this level. Level seems fine overall, the theming feels a bit eclectic though. It's not contained well into a single palette of colors. There is an instance in the second-to-last section where I got sucker-punched by a turret and had to climb all the way back up; considering the platforming, that wasn't very fun. I don't have much else to say.
Seraphic Skylands Zone by Spherallic
Oh my gooooddddd~~~
This is like the most sublime experience. I just kept gushing over the aesthetics and the skybox and... JESUS it's good. It's full of secrets and fun gimmicks, the little details like the patterns you put your rings in.... Everything in here is just cavity inducing. #1 for sure.
Last edited: