It appears to be going really slow. I apologize for golbex. I assume that's who would be keeping you.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
Meowskivich and Golbex did no favor for themselves by using the SMBX engine. Super Mario is a fine game, but it is difficult to be original and surprising merely making levels. Also, by both using the same engine, Meowskivich’s and Golbex’s entries demand comparison to each other as well as numerous other professionally made Super Mario games.
Mario Prison by Golbex
Time played: 5 hours
Levels completed: 2.5
Mario Prison begins interestingly. The first level is a prison break, which defies the conventions of Super Mario level design and almost feels like a puzzle. In the same way, the next 2 levels are equally unpredictable, except to an absurd and frustrating degree.
Keeping power-ups for more than few moments is difficult. Mushrooms are surrounded by traps, and there are points in each level where you must have one to survive an attack by an impassable enemy. The levels require specific counterintuitive tactics to beat (such as intentionally being hurt), resulting in lots of trial and error. Even after you have deduced the trick to passing an obstacle, precise timing is always required and checkpoints are infrequent. Also, many interesting features of the levels are merely red herrings. For instance, in the first level are various rooms containing challenges, entering these rooms is not necessary to complete the level and there is no incentive to do so.
Mario Prison’s strange level design helps separate it from traditional Super Mario, but it ultimately feels poorly conceived and unbalanced. While I appreciate the game’s effort to subvert player expectations, I feel like very little effort was made to balance the difficulty with satisfying reward.
Luigi and his Side-Kicks by Meowskivich
Time played: 5 hours
Levels completed: 5
Contrasting Golbex’s Mario Prison, Luigi and his Side-Kicks is more conventional. The challenge comes from multitudes of enemies, especially swarms of flying enemies. The levels are not very clever, relying on quantity and favoring a methodical approach. Moving too quickly while result in being overwhelmed by enemy hordes. In the highly polished design of Mario 1 and 3, a skilled player could sometimes blitz through a level, bouncing from enemy to enemy at high speed. This is not the case in Luigi and his Side-Kicks.
At least the levels have alternate paths and secrets, and there is always a mushroom after a difficult segment. Meowskivich also does the player a favor by providing two routes across the world map. When one level is too frustrating, there is another to try. Overall Luigi and his Side-Kicks is more playable than Mario Prison, although more boring and unimaginative. The levels closely resemble those of Mario 3, but with greater numbers of enemies, often placed in awkward-to-avoid locations.
Iron Galaxy by Spoonweaver and Blasted Earth
Time played: 30 minutes
Percentage complete: whole demo
Iron Galaxy does not feel like a legitimate entry into the contest. It is not even remotely difficult and makes no concessions to the contest’s theme. On top of that, it is a very rudimentary demo with very little polish and game play.
The Verdict:
Due to a complete lack of strong competition, Meowskivich wins the contest. Since I purchased a game pad for this contest and devoted 10 hours to these rather frustrating Mario levels, I would like to see Golbex and Meowskivich make play through video for their entries. Once Meowskivich’s video is complete, he will be awarded the prize money. While Golbex will not receive any prize money, I still think he should make a video out of courtesy.
Mario Prison by Golbex
Time played: 5 hours
Levels completed: 2.5
Mario Prison begins interestingly. The first level is a prison break, which defies the conventions of Super Mario level design and almost feels like a puzzle. In the same way, the next 2 levels are equally unpredictable, except to an absurd and frustrating degree.
Keeping power-ups for more than few moments is difficult. Mushrooms are surrounded by traps, and there are points in each level where you must have one to survive an attack by an impassable enemy. The levels require specific counterintuitive tactics to beat (such as intentionally being hurt), resulting in lots of trial and error. Even after you have deduced the trick to passing an obstacle, precise timing is always required and checkpoints are infrequent. Also, many interesting features of the levels are merely red herrings. For instance, in the first level are various rooms containing challenges, entering these rooms is not necessary to complete the level and there is no incentive to do so.
Mario Prison’s strange level design helps separate it from traditional Super Mario, but it ultimately feels poorly conceived and unbalanced. While I appreciate the game’s effort to subvert player expectations, I feel like very little effort was made to balance the difficulty with satisfying reward.
Luigi and his Side-Kicks by Meowskivich
Time played: 5 hours
Levels completed: 5
Contrasting Golbex’s Mario Prison, Luigi and his Side-Kicks is more conventional. The challenge comes from multitudes of enemies, especially swarms of flying enemies. The levels are not very clever, relying on quantity and favoring a methodical approach. Moving too quickly while result in being overwhelmed by enemy hordes. In the highly polished design of Mario 1 and 3, a skilled player could sometimes blitz through a level, bouncing from enemy to enemy at high speed. This is not the case in Luigi and his Side-Kicks.
At least the levels have alternate paths and secrets, and there is always a mushroom after a difficult segment. Meowskivich also does the player a favor by providing two routes across the world map. When one level is too frustrating, there is another to try. Overall Luigi and his Side-Kicks is more playable than Mario Prison, although more boring and unimaginative. The levels closely resemble those of Mario 3, but with greater numbers of enemies, often placed in awkward-to-avoid locations.
Iron Galaxy by Spoonweaver and Blasted Earth
Time played: 30 minutes
Percentage complete: whole demo
Iron Galaxy does not feel like a legitimate entry into the contest. It is not even remotely difficult and makes no concessions to the contest’s theme. On top of that, it is a very rudimentary demo with very little polish and game play.
The Verdict:
Due to a complete lack of strong competition, Meowskivich wins the contest. Since I purchased a game pad for this contest and devoted 10 hours to these rather frustrating Mario levels, I would like to see Golbex and Meowskivich make play through video for their entries. Once Meowskivich’s video is complete, he will be awarded the prize money. While Golbex will not receive any prize money, I still think he should make a video out of courtesy.
You desire video(s) of me playing my game, and thou whilst receive! Though it hurts to say their being unimaginative. Oh well. Uh, expect the videos in probably no later than a week.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
I may have made a mistake concerning Iron Galaxy. I notice that one of the available screenshots shows an enemy I never met. Perhaps I am missing some of the game play.
After I beat the first wave of enemies (concluding with the drill mecha), I flew around in space for about 4 turns. I couldn't land on the planet and nothing seemed to happen so I presumed there wasn't anything more.
Can someone confirm if there is more content and how I access it?
After I beat the first wave of enemies (concluding with the drill mecha), I flew around in space for about 4 turns. I couldn't land on the planet and nothing seemed to happen so I presumed there wasn't anything more.
Can someone confirm if there is more content and how I access it?
Nope, but I CAN confirm that the video you so desired is currently uploading. Expect to see it within the next 2 hours.
Edit: Dailymotion is giving me guff, so I'll upload it to youtube until I can sort it out.
Editer: youtube decided that it'll take 80 minutes to upload, for some arbitrary reason.
Edit 3 - Electric Boogaloo: then 100, so I decided it'll be more worth it to try dailymotion again since it's upload times are far better.
Edit 5 - The prequel's Sequel: so I think it may be a problem with my net connection for some deranged reason, as "my connect times out" whilst trying dailymotion, which makes me.......
Anywho, back to youtube which will take 348, I think, minutes. Just...you know, only about 7 hours. No big.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
Edit: Dailymotion is giving me guff, so I'll upload it to youtube until I can sort it out.
Editer: youtube decided that it'll take 80 minutes to upload, for some arbitrary reason.
Edit 3 - Electric Boogaloo: then 100, so I decided it'll be more worth it to try dailymotion again since it's upload times are far better.
Edit 5 - The prequel's Sequel: so I think it may be a problem with my net connection for some deranged reason, as "my connect times out" whilst trying dailymotion, which makes me.......
Anywho, back to youtube which will take 348, I think, minutes. Just...you know, only about 7 hours. No big.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
Okay, so, internet has stopped being retarded, and thusly hath the video gone from 7 hours to 1 minute to upload, and I'm not going to bother with dailymotion uploading right now, but here it is, the video requested by the willy 'letric person. Enjoy.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
Yes, there was a small bug concerning the the fight with the boss. You are suppose to be able to land on the planet and then fight the boss. The difficulty being that you have to fight him after having dealt with or evaded the other ships.
The current version should have fixed this bug.
Thank you for playing.
Is there any feedback you can give on the game other than what you have already?
The current version should have fixed this bug.
Thank you for playing.
Is there any feedback you can give on the game other than what you have already?
thanks for checking the game out! i see it was a bit too hard for the ultimate challenge contest tho ;D
i'll put up a video for you showing a quick playthrough of some of the levels' stars though when i'm not busy moving to another state etc etc.
just out of curiosity, you said you played 2.5 levels. did you count the first prison break and first hub as part of that? traditionally (with the exception of the blue door in your cell and the pipe going upwards to the roof in the first hub) levels are identified as being behind a blue door
i'll put up a video for you showing a quick playthrough of some of the levels' stars though when i'm not busy moving to another state etc etc.
just out of curiosity, you said you played 2.5 levels. did you count the first prison break and first hub as part of that? traditionally (with the exception of the blue door in your cell and the pipe going upwards to the roof in the first hub) levels are identified as being behind a blue door
golbex wrote:
just out of curiosity, you said you played 2.5 levels. did you count the first prison break and first hub as part of that? traditionally (with the exception of the blue door in your cell and the pipe going upwards to the roof in the first hub) levels are identified as being behind a blue door
The game seems somewhat non-linear so I had to approximate. If "levels" are only behind blue doors, then I may not have beaten any levels. I escaped from the dungeon into the hub. I transgressed several of the screens accessible from the lower left pipe of the hub (including the basketball challenge, flying challenge, candy-themed area, and I think there was one other too). Then I made it through the area that looks like towers made from bricks and has a several hammer brothers in the center part.
For the record, I appreciate the non-linearity, and think it would be even more fun if more of the areas were open with less stars.
Spoonweaver wrote:
Is there any feedback you can give on the game other than what you have already?
Of course. However, a lot of the criticisms come from the fact that I think the demo was released too early. I suspect you understand a lot of the Iron Galaxy's shortcomings already, and probably have plans to make many of the changes I suggest.
*The writing is nonexistent. Other than being in space, currently the world is completely undeveloped. Likewise, each of the mecha is piloted by a unique pilot, but nothing has been done to distinguish them from one another. Ideally this will be done with conversation during the battles as well as the cutscenes.
*The text boxes in battle are superfluous. Why is there grunting message when the characters attack? What does KRS mean? The text boxes would be much better used to describe the effects of the attacks.
*The options in battle are overwhelming. Each of the mecha has its own group of special attacks. Perhaps they could be added one at a time to reduce initial complexity? Currently, the only battle is so easy there is no need to experiment with any of this.
*Movement on the tactical map seems pointless without different types of terrain. Why does it matter if you attack an enemy or an enemy attacks you? Similarly, every square is exactly the same, so there is no benefit to rushing them instead of letting them come to you, or vice versa.
*Missions with objectives are going to be a lot more fun than free-for-alls. Currently, the AI seems to move toward you and attack. Hopefully this gets much better, but if it doesn't, clever objectives will be a must.
I haven't played any of the games, but I looked at Meow's video. I was surprised that the video makes it seem fairly easy (e.g. usually not many enemies) perhaps just because he know all the secrets and tricks.
Regarding my own game, I worked on it last weekend as I said I would and got a big chunk done. This weekend I've only drawn some graphics. I was mad to think that I could squeeze in before the deadline. I'll probably work on it again next weekend, but I don't have any hope of finishing it then either.
Regarding my own game, I worked on it last weekend as I said I would and got a big chunk done. This weekend I've only drawn some graphics. I was mad to think that I could squeeze in before the deadline. I'll probably work on it again next weekend, but I don't have any hope of finishing it then either.
TMC wrote:
I haven't played any of the games, but I looked at Meow's video. I was surprised that the video makes it seem fairly easy (e.g. usually not many enemies) perhaps just because he know all the secrets and tricks.
Admittedly, I don't have the patience required to be good at platformers. I've beaten some incredibly hard games, but I've still never beat Super Mario Bros.
Just watched the video. Having the right power up for the occasion is really important. Since I was dying a lot, I was usually playing as small or big Mario. Having a Yoshi, raccoon tail, or fire flower, would have been great. Also, there are a lot of sections that require you to stand in pretty specific places to avoid patterns of enemies. Meowskivich moves into these positions pretty effortlessly.
I'm sad Meowskivich skipped the first Lakitu part in the desert. I thought that section was pretty tough. And the lava level was hell. Despite spending serious time on it, I eventually got frustrated and gave up. Although, even Meowskivich screwed up a few times there.
I never found the key to alternate exit in Sunken Cove. I spent quite a bit of time searching. However, I laughed while watching the video when I saw how obvious it was.
I enjoyed seeing all the cool secrets in the levels. It made me have more appreciation for the level design.
Now where is that Mario Prison video... Meowskivich, you should take a crack at that one too.



