# 01 # (Bomb Desert) F: 9 C: 5 A: 3 Total: 17/50 Comments: This feels more like a "regular level that happens to have custom sprites" than a level that actually uses them in interesting ways, as the challenge would imply. The Venuses seem to be the favorite here but they don't contribute any value to the playability; rather, they're just in the way and clearly not throroughly thought out/tested, judging from the couple that send their fireballs right through the floor. The Spiny eggs could have been a good focus for this if they were used more, and the other enemies feel completely tacked on and useless--you might as well have just used vanilla Koopas. It's still not terrible though, and would fit as a standard desert level in a hack somewhere. -------------------------------------------- # 02 # (Super Mario Yoshi Racing -2000- Extreme Awesome) F: 20 C: 15 A: 3 Total: 38/50 Comments: This is fun, however the sprites feel like a complement to the actual star of the level (the blocks [and Yoshi]) rather than being the stars themselves. Really creative in general though and I'd love to see a longer, more in-depth version of this. Also, just as a note, you can totally skip the last section by jumping up top with Yoshi if he falls down. -------------------------------------------- # 03 # (good morning mario) F: 19 C: 14 A: 2 Total: 35/50 Comments: I love seeing this sprite being used well for once. I don't consider Spiny Eggs to be a fun enemy but you've made them a fun enemy so kudos on that. Structurally this level is..really strange and the aesthetic with all the cement blocks is not very good but the actual mechanics are executed nicely. I'd like to see what this would have become with more than just 24 hours. -------------------------------------------- # 04 # (Magical Machinery Convention) F: 11 C: 13 A: 3 Total: 27/50 Comments: If the whole level was like the first half this'd be much better off but you lost me with the autoscroll part. Spinjumping on Grinders while also being constantly forced forward is really just not enjoyable, especially not when it's one of the central aspects of the section. That little Thwimp setup at the end is really awkward as well. As for praise, the first half is contrarily really nice to play and uses the Thwimps and Grinders in an actually fun way. -------------------------------------------- # 05 # (good night mario) F: 18 C: 16 A: 3 Total: 37/50 Comments: This is really well-made for only using 2 of the sprites. The Wavy Boos are a lot more fun here in general than other times I've seen them used, and overall the level is enjoyable. My only major complaint is that there are a few parts, particularly in the 2nd half, that either are unintuitive to get through or don't benefit from the autoscroll (see: the parts with munchers). -------------------------------------------- # 06 # (Cave For Midgets) F: 6 C: 4 A: 2 Total: 12/50 Comments: I'm not sure I get what this one is trying to accomplish. All of the sprites are just...there, with no real purpose, especially the balloons which just serve as an extra waiting game in an already plain and lifeless level. There's no rhyme or reason to anything at hand, making for a pretty unremarkable experience. -------------------------------------------- # 07 # (Air Tank Ship) F: 7 C: 2 A: 3 Total: 12/50 Comments: I feel like this level focused more on the vanilla Koopas than on any of the other sprites, which were used like no more than a few times each to almost no benefit to the level. The other glaring problem with the level is that it's just not interesting to play; nothing is exciting or fun, it's just a bland waiting game. Slow auto-scrollers have to be packed with content to be any fun, and this really isn't. -------------------------------------------- # 08 # (munt crunge) F: 20 C: 19 A: 3 Total: 42/50 Comments: Excellent use of the spriteset. This is probably the best use of the balloons, being such a key element, and the Cloud Drops are really smartly placed as well. Some of the Wavy Boos were a bit annoying to deal with but that's my only major complaint. -------------------------------------------- # 09 # (Satellite Saga) F: 12 C: 8 A: 3 Total: 23/50 Comments: The first half of this level is nice and uses the pendulums well, however this really falls flat in the second half which ends up just feeling like projectile spam and not being very fun. The girders in the first half also could have used some more difference in the palettes between solid/nonsolid because at first glance they look pretty similar. -------------------------------------------- # 10 # (Ghost in Forest) F: 15 C: 10 A: 4 Total: 29/50 Comments: This one is just an enjoyable romp. The sprites are used well and are fun components, but it's not really anything new. In the part with 3 balloons in a row, the first one likes to not spawn at first which is really annoying--jumping in a hole following coins and just falling to death. -------------------------------------------- # 11 # (He has the munchies) F: 8 C: 16 A: 2 Total: 26/50 Comments: This level suffers from requiring a lot of trial and error to beat, which isn't really a fun experience. I love a lot of the ideas you presented, but in practice several of them end up being really awkward or inconsistent to execute in gameplay--great example of this is the midpoint. Additionally, the Molotov Bro's fire (muncher) animation has a blank state when still active, causing some unfair deaths (i.e. being killed by something invisible). -------------------------------------------- # 12 # (Boom! Bang! Pow!) F: 10 C: 8 A: 5 Total: 23/50 Comments: Cute aesthetic, but the design itself is kind of cramped and the level isn't long enough to leave much of an impression. The bomb Koopa setup with the Thwomp was a clever idea and I wish the use of the bomb Koopas like that was expanded upon a lot further. Aside from that there are some strange choices in some of the platforming, as well as the use of the moles contributing very little to the level and being more confusing/annoying than anything. A good effort but needs a lot of work. -------------------------------------------- # 13 # (Cloudy Treetops) F: 16 C: 9 A: 4 Total: 29/50 Comments: Cute and enjoyable romp; this is a nice breath of air, to just glide around without much worry, but at the same time, gliding around without much worry doesn't put this in a great position to be judged for a contest. Aside from the propeller itself there weren't a ton of things of interest, though the use of the propeller block in conjunction with the pendulums was nice and could definitely have been expanded upon. -------------------------------------------- # 14 # (Look, Watch, Move!) F: 15 C: 8 A: 4 Total: 27/50 Comments: While it doesn't stand out, this is a generally decent and relatively fun level. The aesthetic is nice, though I don't quite understand the logic behind the piranha head graphic. The Cloud Drops were used nicely, and I would have liked to see a lot more out of them since they seemed to be the focus. Other than that it's a pretty standard romp. -------------------------------------------- # 15 # (Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogo) F: 21 C: 16 A: 3 Total: 40/50 Comments: Very smart use of the Grinders. It's refreshing to see a level that focuses on them and also isn't extremely annoying to play. The section right around the midpoint with just repetitive spinjumping feels a bit lackluster compared to the rest but as a whole it's well done. -------------------------------------------- # 16 # (Spinal Tap) F: 25 C: 20 A: 5 Total: 50/50 Comments: This is kind of an incredible thing being such a creative and fun level with these sprites. Everything here is challenging but fair, and super fun to do. You took objectively the worst spriteset option and let it shine, and it really paid off because this is phenomenal. The aesthetic is also nailed. -------------------------------------------- # 17 # (Forest Night Thing) F: 17 C: 9 A: 4 Total: 30/50 Comments: Pretty neat for the most part, but I feel like the ideas presented need to be developed more. It felt like it was all over before it got to the real meat. The tornado bouncing section right after the midpoint in particular feels tacked on and isn't very interesting to play (a lot of just waiting). Not bad overall though. -------------------------------------------- # 18 # (AAAAAAAAAAAAAAAAAA) F: 25 C: 17 A: 5 Total: 47/50 Comments: I love you. I wish this was longer because it's super fun and well designed, and the sprites are used very well for an overall awesome experience. I'd also give this 10/5 in aesthetics if I could but alas -------------------------------------------- # 19 # (Ghastly Lullaby) F: 20 C: 9 A: 4 Total: 33/50 Comments: Simple but fun rompy level. While the use of the sprites wasn't particularly creative, they were at least used intuitively and make for a good play. Can't think of much else to comment on. -------------------------------------------- # 20 # (Desert Royale) F: 1 C: 3 A: 3 Total: 7/50 Comments: This level is all over the place. Everythign is extremely cramped and not enjoyable in the sliightest to begin with--and then you expect me to babysit items on top of that? It's a maze, it's a mess, it's just not a good experience at all. -------------------------------------------- # 21 # (I should sleep) F: 17 C: 10 A: 5 Total: 32/50 Comments: This is really pretty-looking and fairly enjoyable to play. There's not too much special outside of aesthetics but there are still a few cool concepts floating around. The second shell toss is really annoying to pull off, but that's pretty much the worst part of the level gameplay-wise. -------------------------------------------- # 22 # (what dis) F: 13 C: 13 A: 4 Total: 30/50 Comments: There are good things here in concept, but a lot of the execution ends up being really janky to play--parts that come to mind specifically are pretty much anything involving a line guide. The second half is significantly more playable than the first, though the required moving magic spinjump was not a good design choice. -------------------------------------------- # 23 # (h) F: 11 C: 20 A: 3 Total: 34/50 Comments: I love the design and creativity here, however the difficulty gets overkill really quick, especially in the second half. Most of these things would be totally enjoyable on their own, but having to play through a bunch of super difficult sections over again just for another chance at the next starts to wear down on the player quickly and it starts to become unfun. This is the kind of level that really really needs multiple checkpoints, like one for each room or every other room, and it's a shame it doesn't because with those it'd be a real high contender. -------------------------------------------- # 24 # (Prism Passage) F: 24 C: 18 A: 3 Total: 45/50 Comments: Do I see...Pyro Guys being used well? And actually being fun enemies? Even if the other sprites didn't work for you, you made great use of what you did use. Very fluent and consistently fun design. The only major issue I have is that the megaspike spike tiles have a bad hitbox, which I know is unavoidable, but I'd have rathered it been like SMW's. -------------------------------------------- # 25 # (24hoSMW) F: 14 C: 12 A: 2 Total: 28/50 Comments: The first half of this level is completely outclassed by the second half; it almost feels like they were made by two different people. The first half is a pretty boring romp with some weird moments, like one part with the ...orbs? where if you miss the jump the first time you get kinda stuck on a little platform below where you have to either die or make a really long blind jump to the next one. It's not unplayable, but it doesn't pique any interest. The second half though is way more creative with its sprite use and design in general. it's not fantastic, but it's miles better than what I went into it expecting based on the outside section. The balloons as a central mechanic is great, though a lot of the time it was just waiting around aimlessy to get to the right height. Cool concept in theory but it wasn't executed as well as it could have been. I also don't like how sometimes the darkness effect hides incoming Wavy Boos until it's too late to avoid them. Still a fun level to play overall. -------------------------------------------- # 26 # (Somnolent Midnight) F: 23 C: 19 A: 4 Total: 46/50 Comments: Really smart use of all the sprites here. Super fun to play through as a whole, barring the required spinjump on the Wavy Boo being really inconsistent. I also love how you used the Stretch in particular, which was exactly how I was hoping to see that used. I'd love to see a longer full version of this. -------------------------------------------- # 27 # (windy hot breakfast) F: 19 C: 17 A: 4 Total: 40/50 Comments: Short but mostly fun, well-crafted and visually pleasing. Smart use of the Thwimps and tornadoes, though as interesting as some of the setups are a few of them aren't really all that nice to play--the vine in particular comes to mind as something clever and neat but something I didn't like having to actually do, and there are a couple other moments like that throughout the stage. -------------------------------------------- # 28 # (Weaponized Woods) F: 12 C: 8 A: 2 Total: 22/50 Comments: This one doesn't commit any cardinal sins, it just doesn't make much impression. Very basic and SMW-esque design but not unfun to play. -------------------------------------------- # 29 # (Skyscraping Strghld) F: 25 C: 20 A: 3 Total: 48/50 Comments: Somehow you made Magikoopas fun, and that's amazing to me. Fantastic use of all the sprites, all very enjoyable to deal with and used in ways I haven't seen. Not much else to say other than great job. -------------------------------------------- # 30 # (Yoshi's Island 1) F: 2 C: 13 A: 3 Total: 18/50 Comments: There are some creative ideas here, but the execution of them is extremely flawed, with forced killing yourself upon messing up precise manoeuvres, getting Thwimps stuck, and even forced waiting for timeout in one part. The part right before the end with the Clock Thwimp "maze" is completely unforgivable, though. For one, the gimmick is never mentioned once and makes no sense without explanation--I thought the level was broken at first until I discovered it by accident after a bunch of wasted time fooling around. And on top of that, it's extremely finnicky and cramped, leaving almost no room for error at all. I absolutely cannot see this level having been tested without tools, because that is completely ridiculous. -------------------------------------------- # 31 # (Misc. Sprite Castle) F: 23 C: 16 A: 3 Total: 42/50 Comments: The Megaman-style scrolling is used expertly here and really lets the sprites shine in a special way. An absolute blast to play through, though there are one or two setups I'm not completely fond of. -------------------------------------------- # 32 # (Unfinished Space St) F: 10 C: 13 A: 1 Total: 24/50 Comments: Clever use of the sprites, the Thwimps in particular, but this definitely does feel...unfinished. There are several parts throughout that just feel slightly off when playing, but it's still fairly enjoyable. The worst section is the tornado following at the end, which is mosty just really uninteresting and full of empty space. -------------------------------------------- # 33 # (Cult of the Dam) F: 15 C: 13 A: 5 Total: 33/50 Comments: Wonderful aesthetic in this one. There are definitely some cool things done with the sprites, but the design isn't particularly noteworthy aside from the wow factor. It's certainly not bad though, and the Thwimp "puzzles" are very clever and something I would have liked to see expanded on. Maybe some other obstacles to deal with besides just the Thwimp moving across? --------------------------------------------