Review by Jelly Jam

Posted:
12 Jul 2016, 11:31 (edited 12 Jul 16, 11:32)
For: SUMMER FOREVAH
Level rating: 4
Rating
N/A

Late answer again, but’:

1. This test IS properly tested. I passed it myself and I know some people that passed it as well.

2. You probably can’t figure out the end of level 2, entire level 3, or end of 4. All are possible.

But yeah. More levels = better test level. Will add more in next one.

Review by Jelly Jam

Posted:
12 Jul 2016, 11:21 (edited 30 Apr 20, 20:13)
For: Medieval Test
Level rating: 1.5
Rating
N/A

Late answer, but I thought people think that tests are supposed to be challenging/hard.
But the lightning is annoying. I’ll fix that.

EDIT 30th April 2020 Nevermind lmao this level stinks

Not recommendedQuick Review by PurpleJazz

Posted:
25 Feb 2016, 22:59
For: Medieval Test
Level rating: 1.5
Rating
1.5

One of the most annoying tests I’ve ever played. There’s absolutely nothing fun about pixelhunts, and this test overuses them as a substitute for genuine challenge. On top of things, the flashing lightning in the background becomes irritating fast. Play this only if you’re masochistic and have no qualms about wasting your time.

Quick Review by DennisKainz

Posted:
1 Jan 2016, 08:34
For: SUMMER FOREVAH
Level rating: 4
Rating
4

Can’t tell if the test was properly tested, since there are some parts I can’t figure out how to complete.
Also, there are only 4 tests in total. The ideal number of tests in a test event is around 20, and they should be not too easy, but there still must be a way to complete them.
And the Top Secret ]|[ tileset is way overused in test mode.

Quick Review by DennisKainz

Posted:
1 Jan 2016, 08:25
For: Sky Station
Level rating: 6.7
Rating
6.7

This level is way too small for a CTF level, but it has almost everything a decent CTF level needs, and it shows a different way to use Overlord’s tileset. Even better than most of the levels using that tileset that I’ve seen on J2O.
The players can pick various paths, and various weapons. But it will get messy if 32 players play at once.

Review by ShadowGPW

Posted:
21 Feb 2015, 15:53
For: Medieval Duels
Level rating: 5.7
Rating
5.7

Jelly Jam’s ODT entry!

First of all Jelly Jam, don’t be to harsh on yourself! I get what you are trying to do with this level. You need to climb towers by jumping on springs boosting yourself up. Trying to have a vertical gameplay instead of the 10.000 horizontal based levels.

Level has for duels/2on2’s enough power ups, enough carrots, plenty of ammo to go around. The gameplay feels fast and has some what of a nice flow to it. Seekers will be a complete pain in the bunny butt during some intensive battles.

But there are 2 major flaws in the design. It’s the 2 huge dead ends. You cannot escape it on any way, if you accidentally end up in 1 of the 2 deadends you will be completely rekt. If you look at the design you hoped that Jelly Jam would have made a small tunnel from the left side to the right side. This would have solved the issue and brings a little more dynamic to the level.

Eyecandy isn’t important since it’s made for ODT, however.. ugh, it barely has any. It is blunt and boring. Absolutely no use of layers.

Anyway, keep on JCSing, you have some original ideas in mind and if you put a bit more attention for detail in a level and try to experiment with eyecandy.. I think you can come pretty far. Please do not be dis-encouraged with building levels!

Review by Foly

Posted:
18 Oct 2014, 16:33
For: Dungeon Duels
Level rating: N/A
Rating
N/A

Nice to see another new level maker starting out. Hopefully you too will make new levels in the future and if you do so, here is some advice that you might find usefull:

First of all, this level seems very small since you can move around very quickly which makes it more suitable for duels.

One thing I kinda dislike is that the bases are right across each other which allows you to cap and recap too quickly. Ofcourse it can be a good thing since you have to think about where to kill your opponent and it will give very fast paced games but it’s perhaphs frustrating if they are this close.

Now something I both like and dislike: the c area. You can enter it from below with an rf climb and you are able to shoot it down which gives you more control over the level. However the placement is less good, right between the bases makes it extremely campy. Still, if the level was bigger it would be less campy so I think you are on a good track here.

As for the flow, there are a few minor issues: the springs at the bottom are annoying to use and the wind below the base is unnecessairy. Besides that it feels fine.

The ammo placement is nice, though maybe there is a bit too much at one spot. Three pu’s at the bottom is probably a bit too much (I have to admit, I made the same mistake once).

The eyecandy is nice and simple, thus good for a ctf level. Perhaphs you could vary it a bit more in the walls by changing some tiles to different wall tiles. One thing I’m not fond of is that you copied one half of the level and pasted it to the other half. This makes it less original, even if you make a symmetric level I usually like it if gameplay and eyecandy vary on each half like JE or FF.

One last thing: try to make your next levels more interesting by adding more diagonal passages, at the moment is a bit too straight. Hopefully you will keep on making levels and ofcourse have fun doing it :)

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