Review by Zoro

Posted:
30 Dec 2009, 01:18
For: techno attack
Level rating: 1.3
Rating
1.5

Infact, these levels too bad…
Gameplay:
1 lvl:
Just run and kill enemies, make buttstomp, run left, destroy trigger crate, go right and destroy boss on the end…
2 lvl:
Oh…You need shoot two queens, run right and defeat boss…
Now lets see results:

Fun 2/10
Too boring

Ammo 0/10
No one

Enemies 3/10
Wrong placement, too much for
normal level…

Total: 1.5
Good job! (for novice xD)

sonicnathan1:
http://www.jazz2online.com/downloads/4399/jj2-conversion-pack/
Here you can find NOKA’s tubelectric, labrat and letni…

Not recommendedReview by sonicnathan 1

Posted:
29 Dec 2009, 17:13 (edited 30 Dec 09, 05:11)
For: techno attack
Level rating: 1.3
Rating
1.2

Ok time for one review.

When I review beginner levels I lower my standards to give the levels a chance. I will try and be as constructive as possible. These levels are bad, but they do show some things.

Story
Non is really given. The story I guess is to blow up Devan’s fortress. that’s it. While it is a simple concept, some more info and story would have been great. sorry no more then a 1 as a good pack needs at least some semblance of a story.
1/10

Eyecandey
Level 1:
Eyecandey is very bland. We have once again floating fever. A lot of things are just floating in midair but that’s not the worst. Background is just a textured background, nothing else. Boring. Layer 4 is bland and while there are lots of animated tiles in the animation area of JCS, only about 3 of them were used. The whole level feels empty. No layer 1-3. As for tilebugs I guess most things fit together, but there are some things not connected to anything.
1/10

Level 2:
Same deal. Some tilebugs, floating, boring, empty. Not much difference. Don’t know what else to say.
1/10

Total:2/20

Gameplay
Level 1:
This level consist of running right and left while killing enemies. No real challenge to speak of. The author tried to throw in some puzzle elements but there’s only one, find a crate. All you do is run left while avoid rats and suckers. No challenge. At the end of some suckers there’s a bolly boss which fits the theme. The arena is boring. there’s lots of spikes but if you use the buttstomp trick there’s no problems.
Overall, boring first level. Takes about 3 minutes if not that.
1/10

Level 2:
Same deal. This one is blander as there’s no puzzles and it’s shorter. No challenge. Half way through the level there’s 2 queens. There so close to the ledges though that they only take like 3 hits. nothing to really talk about. The lack of powerups makes the Devan boss annoying to kill. The first form is glitched as there’s some tops of tubes on the ground. Devan can get stuck or even jump off screen. Luckily hitting the activate boss fixes that. Overall, boring an easy.
1/10

Overall: Boring, short and no real replay value. Overall, bad.

Total: 2/20

Enemy Placement
There are a lot of suckers in the pack but a lot of them are place high enough so you can just walk under them. There are some tuff turtles and rats but that’s about it. No enough to kill me. I only almost died because i was being so careless I wasn’t even watching the enemies. lol
1/10

Pickup Placement
Almost non. Some fast fires in level 2. level 1 only has 3 carrots. That’s it no gems, coins or anything. Nothing to give the pack any replay value.
1/10

Final Score:6/60
Score: 1.2
Rank: F
DR? I didn’t want to give this a 1 since the author has the basics of JCS. Suckers, enemies and trigger knowledge is here but now enough is given to give a real rating. I’ll give you a 1.2 and i wish you luck in creating more levels. If you need testing feel free to contact me. Read some tutorials, and good luck. As it stands, no DR.

Not recommendedReview by Violet CLM

Posted:
26 Dec 2009, 22:15
For: the escape from the castle
Level rating: 1.7
Rating
1.7

These levels show strong technical proficiency — you know how to use bridges, trigger crates, destruct/stomp blocks, animations, swinging platform, layer properties, and so on — but little else. The first level (I managed to guess the level order based on your plot description, but in general it is better to indicate clearly in the filenames which level people are supposed to start on) presents no challenge at all because all the enemies can be jumped or coptered over, and the same goes for the second level up to the boss, which is totally uninteresting. We’ve all fought all the bosses in empty arenas before — to make them interesting, at the very least there should be some interesting eyecandy around them, and better off there should be something to make the fight different than usual. I think it was Shellion’s Xtreme Revenge, for instance, that had you shoot through a number of destruct blocks while avoiding the Tuf boss’s flamerang. Not hard to make in JCS, and not itself the most interesting boss, but still better than this. Basically, you need to spend a lot more time thinking about your levels. You obviously know what you’re doing in JCS so far as using events goes, but the execution falls flat if there’s nothing new in the level design for people to be interested by. Also, perhaps as a secondary concern, spend more time on your eyecandy. You’ve got layer 8 down, but the other layers are pretty rudimentary so far, and could be a lot prettier. As long as you’re sticking to the official tilesets, even looking at the official levels should give you ideas for how to make yours more appealing to look at, although eventually you may want to start handling things more creatively there too. Keep at it, and be thoughtful.

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