Design: 50 Creativity: 30 Aesthetic: 20 000: Design: This level emplores 1F0, but not to its fullest extent. Where you show off some interesting ideas, you don't innovate on them further. Your choice of enemies in combination with the 1F0 is pretty standard as well. Involving some enemy hopping challenges followed by some spin jump challenges. I feel like you could have focused more on the use of chucks in combination with the tile. Overall, it felt kind of lackluster and unimaginative. Some of the landscape placement could have been better since there were times when my camera couldn't see things I was supposed to. 25 Creativity: Like I said in the design commentary. You didn't really innovate that much on what our standard ideas surrounding 1F0 are. In terms of themeing you didn't really come up with anything brilliant either. 9 Aesthetic: In terms of aesthetic, you went with some standard SMW graphics. I find the use of brick tiles for 1F0 a bit questionable since you seemed to use it for decoration too. But it's a lot better than the fence tiles people like to use. 10 44/1000 001: Design: This level doesn't know what it is. It goes from throwing a sliding koopa at you to dolphins from the water to podoboos in a cave to munchers to grey platforms to a pokey to a growing pipe to a flying hammer bros platform. You get the point, there was simply no focus. There are also a lot of dead ends and parts of the level with blocks that have only coins in them. The first powerup in the level is guarded by two goombas. I ran out of time in my first playthrough because of the amount of dead ends. 12 Creativity: In terms of design you didn't really focus on anything and build from it. In terms of themeing you went with a standard beach level. 10 Aesthetic: You did focus a bit on aesthetics. Though some tile choices are questionable, the palette is okay. You also made your midway point lobsided. The tileset use is interesting though. 13 35/100 003: Design: This level starts off with a premise: a ninji and a thwomp. It then goes on to incorporate those two things in numerous ways in the level, with good or bad outcomes. In roughly the first two thirds of the level you manage to do this succesfully. You put in stops for the player to rest. Though there are points where you throw too much information at the player. In the latter third though, there are a number of tedious things that take too much trial and error. Great potential that lasts too long and spoils itself. 27 Creativity: Although the individual parts are good for the most part, you don't really put many original ideas in it. I did see some interesting combinations in design, but not on the grand scale. The themeing was good, a progressive sunset that ties in with the level getting harder. 17 Aesthetic: The aesthetics were pretty standard. The palette was alright, the sun itself looked weird. The tile you used for 1F0 looks solid, you later on use a line for the platforms that look like they float in midair. 11 55/100 004: Design: An autoscroll level, a difficult thing to get right. You didn't manage to do it. There are a number of issues with the pacing where if you're eager to jump on the next platform you get hit, or if you take a bit too long you fall off. It doesn't manage to score a balance that's necessary for autoscroll levels. At least it is not too long. 20 Creativity: This level didn't do anything remotely new or daring in any department. Because there's still some level design involved though. Even this gets some points. 6 Aesthetic: A standard SMW level. The floating platform is kind of strange. 9 35/100 005: Design: This level lacks focus. It manages to convey some ideas that are interesting, but doesn't stick with them and goes on to the next thing. I like that it isn't too long, but that time should have at least been spent with something coherent. 15 Creativity: I like that the level theme is something about an area that you're not allowed in. You could have done more with it, but the idea is creative. 10 Aesthetic: A standard SMW level, there's some cutoff here and there and not much coherency. 7 32/100 006: Design: The first half of this level actually seems to have some kind of theme in the design, surrounding giant moles and wooden spikes. It works somewhat. The moles feel kind of weird since they're really used other than being obstacles. Other than that, it works. You go from theme to theme and they all feel like they fit The second half doesn't work. It's too cramped and a lot of the enemy layout is too close together. There's also this weird door before the boss room that functions only to get a dragon coin. 25 Creativity: You showed off a bunch of interesting ideas. I like the theme. There's nothing truly innovative, but it shows some creativity. 14 Aesthetic: Some pretty standard SMW graphics. The background in the first section looks good. 11 50/100 007: Design: You know I can't look at a level like this and say that the aesthetics and the design are seperate entities. You made the aesthetics purposefully ambiguous, which means you need to incorporate that knowledge into the design. I feel like you didn't do this well enough. There are a number of sections where the aesthetics go against the design. Enemies are harder to differentiate from the background, and I feel you weren't careful enough with taking this into account. The individual setups are interesting a lot of the time, which is a shame. 21 Creativity: I like some of the ideas you put into it. Nothing truly groundbreaking, but a nice sidestep from traditional themes, a risk at that. 17 Aesthetic: Honestly, from time to time the look of this level was headache inducing. Then on other times I really appreciated the way it looked. For me it's a mixed bag. You could have used less saturated colors, but perhaps that's part of the aesthetic. 12 50/100 009: Design: In terms of design this level manages to make interesting individual sections. The problem is that those individual sections all drag on for a bit too long, making the level feel a bit dragged out overall. I would have liked to see something more concise. The last dragon coin needs to be collected with a P-switch, the blocks that you use to get there are in the form of coins that are collected way too easily before getting to the P-switch. There's a Thwomp in the level that comes completely out of nowhere, there's a net in that same section that is very difficult to see against the background. The autoscroll section at the end is also quite bland. 28 Creativity: I like a number of ideas that you put into this level. The general theme is interesting and I think it meshes somewhat well with the design. 16 Aesthetic: This level has a very nice aesthetic. The change of appearance of some of the enemies is a bit bothersome at points. The text is a very nice addition that brings a bit of gravitos to each area. The palettes are a bit too sharp, and I would have liked a bit more differentiation in color. 15 59/100 010: Design: This level knows what it's going for, but I have a couple of gripes with it. The change of red koopas into buzzy beetles makes no sense. A lot of the bats are placed in parts where they do not pose a clear path, caused by the addition of exclamation marks everywhere to "signify" where the bats are supposed to go. Half of the time they don't, and there are places where you stop using this trend. It also feels like a pretty lousy design decision. The invisible mushroom block is completely unnecessary and doesn't communicate anything to the player, it's also solid while invisible. The individual challenges for the dragon coins are good, but the secret exit felt tacked on and didn't add anything to replay the level for. I also don't understand why you can skip the entire level by going into the pipe at the beginning. 30 Creativity: I like the spin on the underground theme. I also like the dragon coin challenges. 17 Aesthetic: In terms of aesthetic this level pulls off pretty well. The goal is probably the most glaring clash in the level, the secret exit section also doesn't fit at all. Aside from that, it manages to look pretty consistent. 16 63/100 011: Design: I like how contained the challenge of this level is. It sets its own goal and asks you to complete it. The thing is though, that as a normal level it's a complete cakewalk, but when trying to get the secret exit it can get really frustrating. That is unless you have a Yoshi. It feels like using a Yoshi is the only sane way to beat the level, but it also feels unintended. Although you deliberately added Yoshi into the level, you're obviously not supposed to use him because of the hints that get rid of him and the placement of the block which makes it not easy to get. The alternative though, beating the level without Yoshi, is so frustrating that I don't understand why you thought it was a good thing to put next to the level normally. 30 Creativity: Although the concept isn't new. I like the ideas you put into it, the execution is just flawed. 20 Aesthetic: This level has a very standard Mario-esque aesthetic, but the forest setting means that you put some effort into it. 12 62/100 012: Design: This level would have been a lot better if there weren't brightly colored shells everywhere that blended in with the shells you actually had to pay attention to. There's no real challenge to this level aside from distinguishing what actually is supposed to be an enemy. That's not a good challenge. The underground section of the level is way too short. 19 Creativity: I like the idea, but in practice it's not very good. It doesn't have anything else really going for it. 14 Aesthetic: This level looks fairly alright. I really liked the palette of the underground section, too bad you weren't really able to look at it for long. 17 50/100 014: Design: This level is very tight, I really like the way it's centered around one challenge that gradually ramps up in difficulty. I like that the secret exit is placed sensibly and actually poses as a different pathway. I like how you expand on the challenge and communicate what is expected of the player. I do think there are some sloppy parts in there though. I think the turn block challenges could have been a little more thought through. After going through the P-switch, the floor disappears which is something you could have very easily designed around. I think you could have given the player a bit more resting spots by using more brown platforms in the latter sections of the level. The fish in the secret exit passage are pretty hard to avoid. Aside from that it's tight. 41 Creativity: Very good execution of a good idea. Mixed with a good theme and added on with extra ideas that expand on the first idea. 24 Aesthetic: I really like the way this level mixes up the underground/above ground idea. Though I think you could have gone for a bit more changing up in the palette between sections. The level is pleasing to look at. 19 84/100 015: Design: This level obviously has no effort put into it. It's one big flat plane with a bunch of enemies thrown in without any added thought. 5 Creativity: No. 0 Aesthetic: No landscaping, wrong tiles, cluster of note blocks. At least you managed to keep the enemies look intact. 7 Total: 12/100 016: Design: This level gets docked in design mostly because of how claustrophobic it is. In a game about jumping, that just doesn't feel nice to play. There are also a bunch of sections with the mechanics you use that are you just way too hard to guess, like the part with the two platforms above lava and the part with the two floating mega moles. The boss is not fun. Add on top of this that the way you made the palette of the level, a lot of the layout is hard to see against the background. It just makes for a very not fun experience. 22 Creativity: This level is creative. It introduces a bunch of new ideas and manages to expand on them. 26 Aesthetic: This level manages to look fairly good, but a bit too chaotic. You should have had more contrast. Overall it looks too monochrome. 14 62/100 039: Design: The design in the first section of the level feels like it doesn't really mesh properly with the thing you were going for. It seemed like the idea behind it was to make some sort of bullet hell situation, but the way in which you designed the layout of the train made it much more necessary to use horizontal movement, same thing with the enemy placement. The layer 2 gimmick changes your physics which feels weird especially because there's nothing for you eyes to lock on to follow the speed at which Mario is going back. The second half of the level feels worse than the first one. It shows that you really don't know how to connect different enemy layouts, even if some of the enemy layouts individually are interesting. The difficulty curve for this reason is all over the place. You also seemed to focus a lot more on enemy dodging than platform design, which you could have showed a bit more. 13 Creativity: In the first half you managed to show off your creative talent by linking a design function to an aesthetic that actually works. Even if the design itself could have probably been thought through more, the initial idea was good. The execution could have simply been better. The second half though shows very little creative effort. None of the things you did in the design seemed to have any significance in relation to the aesthetics. 20 Aesthetic: Your palette in the first half could have been a bit better, the secret exit seemed disconnected from the rest of the level in terms of aesthetics. The city portion looked good when you could see the background layer. You managed to keep the layout concise which is something I appreciate. The lack of contrast in the palette made it occasionally hard to track enemies. 15 48/100 041: Design: This level explores a bunch of cool ideas. In terms of execution though, it could have been a lot tighter. It start pretty solidly, but you start throwing in a mechanic that's not properly explained, getting the midway point causes you to restart at the second half. The layout feels quite claustrophobic, which makes dodging enemies a bit more tedious than it needs to be. The replaying of levels in reverse is well executed, but I feel like the section before the skull boss could have been put in the second half towards the normal exit rather than it's current place. The skull boss itself was probably the best designed part of the level. 21 Creativity: Your creativity is sparking off this entry. It's a ghost house with a unique premise and even throws in a twist with the boss room. It manages to put in some kind of narrative in the level which is interesting too. The design and aesthetics fit together properly. 23 Aesthetics: In terms of visual design this level is quite good as well. The palette could have used a bit more contrast, and the boss section was way too monochrome. The aesthetic flow is well done, though it feels like it doesn't progress towards anything in particular. The outside section looks beautiful though, would almost even say better than the inside. 18 62/100 117: Design: In terms of design this level doesn't really seem to have a central focus. The theme revolves around this water and tide thing, but is only explored in a very brief section of the level. The secret exit involves a section with a blue yoshi but that also isn't very well explored. The layout of the level doesn't have a clear line, like the pipe obstacle at the end which seems to have no purpose. Overall, it just doesn't feel very thought through and although it has somewhat of a difficulty curve, it doesn't feel like the enemy placement was thought through, but instead you just started using harder enemies as the level went on. The secret exit itself was also designed rather unintuitively, having to use yoshi to get to it, to then ditch yoshi and get another yoshi. It doesn't feel satisfying to do this. 20 Creativity: Aesthetically, you don't really combine anything in a way that makes you think it wasn't in the original, though I like the use of different colored leaves. Design-wise it's a very bog standard forest level with no creativy in the enemy picks. I thematically liked the seperation between water, land and air, but it's a shame you didn't do anything with this in the actual execution of the level. 18 Aesthetic: In terms of actual aesthetic flow and palette choice this level is done quite well. The palette is a very pleasing nightly palette with good color contrast. You manage to incorporate it well with the original enemy palettes. The aesthetic flow is also well done. There was a bit too much noise in terms of aesthetics around the land sections, but the leaves weren't overwhelming and you knew when to switch up ground types. 15 Total: 53/100 125: Design: I actually liked this level in terms of design. I actually has central themes and knows how to properly switch between calmer and harder sections. The dolphin section in this level is way harder than necessary and is probably the worst part of the level, there's no way to predict the note blocks and the munchers make getting hit by them quite a large punishment. It shows a lot of creative ideas and executes them without getting distracted with other elements. 22 Creativity: Creatively you show a lot of a ability to come up with different design ideas and stick to them. You could have definitely made the different parts flow into each other better. Aesthetically it's completely incoherent, though I liked that you switched up the music throughout the level. 18 Aesthetics: I mean, obviously, you didn't put much if any thought into the aesthetics. Any aesthetic coherency that is there seemed to be there for design purpose rather than anything else. Although the level isn't eye-soaring, it definitely isn't something you'd hang on your wall (unless you're trying to make some statement). 4 44/100