There are some particular ideas that work here, like the super long hurt areas to encourage copter-earing, or the tiny blocks in front of enemies so the player slows down. The use of springs is good. But mostly this level just feels a little too empty to me, graphically and functionally. The gems just off the main path are a good start, but there need to be more pickups in general, especially ammo (e.g. bouncers and ice for the Bilsy fight), and some more variety in wall size, and a lot more visual detail.
Haven’t played the other levels from this user, but based on the ratings, this should be a definite improvement. The level is pretty competently put together. No splitting paths or secrets or coins, but since it’s a short level that can be completed in about 5 minutes, it doesn’t matter all that much. The eyecandy seems to be on the blander side, since from what I see, it seems only layer 4 and 8 were used. Item and enemy placement were decent, but there weren’t any carrots, not that the level is that difficult, but 1-2 may have been better. There’s a boss fight with Bilsy at the end but bosses were never the strengh of this series.
Anyway, overall I think this is a competent/decent level. It does enough to tip the rating on the more positive side. Most of the basics are there and there’s nothing outright bad in it. Like I said, I didn’t play the other levels from the uploader, but this seems to be going in the right direction. Keep up the improvement!! I’d definitely encourage you to make more levels.
This is a nice improvement over the previous version. More eye candy and somewhat better enemy placement, the background no longer being glitchy, and somewhat more of an indication as to what you’re supposed to do are all notable improvements. Still some lingering issues, such as some remaining tile bugs, the eye candy could still be better, and the level still feels a bit meh from a conceptual standpoint.
Though I didn’t mention this last time, it’s also fairly short. Ideally, a level should usually be long enough to have at least one checkpoint, and while the lack of checkpoints is its own issue here, it’s also an understandable one since the stage is quite frankly too short to have room for one (though if it was even slightly longer/larger a checkpoint could probably be justified, it’s somewhat close to the border in that regard).
That all being said, I’d recommend moving on to making a new stage. At this point, I think any effort spent fixing the remaining issues would be effort better put into making a new stage.
Maybe next you could focus on trying to make a stage with some kind of gimmick usage? Something like “here’s a level where most of the non-spikey floor is swinging platforms (the exceptions being checkpoints, the very start, and the very end)” or “here’s a level where you use bouncers to break the floor while avoiding accidentally freeing the enemies”. I recommend not using those exact ideas though, they’d probably be pretty bland by themselves. Be creative, and come up with something of your own design!
That all being said, definitely don’t let my rating discourage you from making more levels! I think you should keep making levels, you’re very much on the right track to making something good if this level compared to your previous one (and compared to the old version of this one) is anything to go by. :)
This level is slightly bigger than your previous one, “Easter Madness”. But I didn’t notice any real improvements in levelmaking. I adivce you to open one of original levels in your JCS and to analyse its properties, especially eyecandy.
Btw, did you know that you can re-upload your already existing level instead of uploading it again and again?
You can easily ignore the enemies, the tileset usage is mediocre at best, the level is incredibly short, and to top it all off, the background is mildly glitched even outside low detail (albeit only at the very start). Better than my first attempts at levels though, which, mind you, I have never uploaded. Keep at it, you’ll get better! :)
well ehm… the level loads and it doesn’t give you any errors.
I don’t like this level, it’s very short and awful I think it has to be extended. In my opinion, I will use MLLE to fix the errors, insert cool new music and remaster the level with new tiles and backgrounds.
I am making a snow level what is longer than this.
This displays a pretty good grasp of the basic technical side of making a level, but a lack of content, challenge, and graphical detail makes it hard to recommend for download. The author has figured out how to use various events, including vines, various enemies, and warps and warp targets. Tiles mostly connect to each other properly, and there are no obvious gameplay bugs. Unfortunately the level still isn’t very pretty to look at, despite some attempts at variety with occasional easter eggs and carrots, and there’s just not a lot to do in it. You can beat the level in less than fifteen seconds if you’re not trying to collect every item and shoot every enemy, and the enemy placement isn’t really sufficiently complicated to be dangerous even if you are trying to do everything. There are various good instincts on display, such as the coin warp and the level direction switching from right to left partway through, but ultimately, this particular level is very short and not very memorable. Hopefully the author will put a little more time into their next effort, focusing particularly on length, fewer straight lines, and more variation in tile use.
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