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1 | player names | Stig (using controller) | Drak (Keyboard) | Seege (Controller) | Cof(Keyboard) | |||||||||||||||||||||
2 | about the critic: does not enjoy srb2 generally due to not vibing with how it controls but is forced to play it by his bf. Matty: This does not convey my state of mind | |||||||||||||||||||||||||
3 | About the player | loves srb2 to death, plays it nearly everyday. | does not enjoy srb2 because he hates how it controls but is playing mario now so it's fine (It's BEARABLE) | Games too much, pro 2d indie dev. Enjoys srb2 (and the community as a lurker) | Simple minded and here for a good time | |||||||||||||||||||||
4 | Fav platformers: | SRB2, Sonic Adventure, Mario 64 | Rayman 3, Alice Madness Returns, Harry Potter and the Chamber of Secrets | Sunshine, Hatty Time, SA2 | Hatty Time, Sunshine, 3d World, Sonic Adventure 2 | |||||||||||||||||||||
5 | Spleenik The Game | 2nd played | Character(s) Used: Skip, Luigi Aesthetics: It's a meme and all but after going back through the Sugois and old memey level packs I enjoyed it, funni to go thru a mini meme version of all SRB2. Design: Could use some more rings to tell you where to go otherwise pretty straightforward nothing crazy, i had a smile on for the funnies. The last segment threw me off though what was that about? Overall Fun: it was funish, I will poke around for all the emblems in it later | Character(s) Used: Mario Aesthetics: like sweet bro and hella jeff but if thats what you were going for then good i guess 1/5 Design: pretty straightfoward but sometimes hard to tell where to go, lack of checkpoints bad Overall Fun: meh | Character(s) Used: Skip Aesthetics: I can appreciate some sonic meme-ry and custom sprite-work. I also like running through multiple "biomes" but for a single level you shouldn't go over 3 of them Design: Too long, Random, weird layouts galore, more jumping over clunky platforms than running. Few checkpoints, many large death pits Overall Fun: Overstayed its welcome | Character(s) Used: Skip Aesthetics: tbh I enjoyed how it looked, the little guys scattered thruout the map are charming. This kind of humor just doesn't rly land for me anymore tho. Feel like theres more to enjoy in this if I was actually a sonic game fan w/ all the level changing Design: The first area was rly easy to get lost in due to everything looking exactly the same but after that it was simple enough. Bit long. Overall Fun: It was fine | Character(s) Used: Aesthetics: Design: Overall Fun: | EXAMPLE: Character(s) Used: Sonic, Luigi Aesthetics: Wow pretty! Good music choice, 10/10(don't have to use numerical score but u can) Design: fast pace! challenging! i died! Overall Fun: I had a good time :) | ||||||||||||||||||
6 | Rigonemetis 33 | Character(s) Used: Tails Aesthetics: I think it looked really good to the extent it could be it's own doom map legitimately except that it looks way better than most doom maps. Actually the more I think of it as a 'serious' stage, it's probably really fitting for Shadow. Just a job well done. Design: A lot of thinking went into this I can tell, like an impressive amount I'd say. I need to play it again to at least solve that second keypad console, Seeg said he'd found where numbers could be in the floaty room so just writing it down to remember that. The only issue is that it's a big long but I don't mind the length, it's all very well done. Overall Fun: 8/10 in fun for me, fun was had and more will be had | stig note: he forgot to leave review... Character(s) Used: Aesthetics: Design: Overall Fun: | Character(s) Used: Surge, Knuckles Aesthetics: Start is good, well dressed, nice setting. but turns very plain and overly large for no reason where all the red stone just blurs together; making it hard to tell where I'm supposed to go as I accidentally veered into an area that was meant for Knuckles Design: Some weird jankyness like slanted areas and platforms were placed somewhat randomly. The indoor areas seemed to have a bit more attention and there was some decent platforming. Overall Fun: Alright | Character(s) Used: Skip Aesthetics: The O2 detail is sooo cute. Grey and drab oranges, they do the job just fine. The float room was painful tho Design: It felt kinda slow?I dunno, I didnt enjoy the slow paced, low grav jumps. Had to do that climb up that tower for air a few times and was bored on the consecutive attempts. The keypad puzzles are neat, but we're doing mp obvs and they just got solved before I could look at them lol Overall Fun: I didnt enjoy it that much | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
7 | The Cyber Grind | Character(s) Used:Sonic, Adventure Sonic, Shadow Aesthetics: Really good use of the tutorial assets, probably the best I've seen. And the music is perfect for what you're going for imo. Design: It's a very neat technical showcase most fun when you have homing attacks as Sonic isn't intended to go around hunting enemies in SRB2 so he kinda will just plod along not very fast. Characters and enemies designed for combat would make this really, really good but the way you have it shifting between random levels and layouts is awesome, I see the potential in it for sure. Overall Fun: I can't say I'd go back to it but I love the concept. | Character(s) Used: Aesthetics: Design: Overall Fun: | Character(s) Used: Surge, Charmy Aesthetics: Wireframes Design: Fun little side-arena for fighting. SRB2 ain't got the best combat and more often than not I got flung off the edge of the level. Good technical showcase of changing level desgin with the blocks Overall Fun: Minigame | Character(s) Used: charmy, whisper Aesthetics: the wireframes r going to get me Design: I just don't care for the combat in this game. Seems like something neat tho! Overall Fun: not 4 me | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
8 | HillTop Fort Zone | Character(s) Used: Tangle(so bad with lag), Knuckles Aesthetics: My favorite looking stage probably since Hollow Hill and Brick Busted, I REALLY love it + you got the whole Hilltop look down and the music was BUSSIN, I believe an original composition for the level? Idk I just loved it aesthetics-wise, it's the type of level I'd want to make in that sense. 10/10 Design: I personally can't think of anything bad to say besides it's linear, it'd be a 10/10 with at least a knuckles route imo. The obstacle course gauntlet in the middle with the lava got a bit too busy looking for it's own good with all the giant spike rings, I wish there was a seperate visual you could use there but not sure what tbh. Overall Fun: I love it, already ran it with like 5 chars, I'll do more. Wish it had emblems too! 9/10 | Character(s) Used: Mario Aesthetics: Nice! I liked how it changed through many different biomes. Very pretty Design: Very nice. The uneven ground really make the level feel more dynamic Overall Fun: Yes | Character(s) Used: Whirl Aesthetics: Strong fortress aesthetic, Bowser's Castle style. Well designed rooms with interesting layouts and really well dressed. Design: Going a bit too hard on the spikes that punish you for going too fast. Enemy/obstacles get a bit too dense and crowded at times but other than those cons the platforms are extremely solid and fun to traverse, a good mixture between going fast and bouncing off slanted areas and more dangerous zones where you gotta take it slow Overall Fun: Hell yeah | Character(s) Used: Skip
Aesthetics: Unforfunately my bad memory hit here and forgot what it looked like literally instantly. this is not your fault. wait wait now I'm remembering wait that looked gr8. Well decorated but not cluttered, good variation between the look of zones that kept it interesting Design: evil spikes and evil spring placement T0T some tough little points but never to the point of frustration. Overall Fun: !yay | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
9 | Network Terminal Zone | 1st level played | Character(s) Used: Sonic, Jana Aesthetics: At first I thought there was an error with the textures like they were too bright but upon the third time playing I noticed the snowflakes, this is a Sonic Forces level I'm prety sure? I played Sonic Forces but I barely remember it Dx Design: I actually love the bumpy road type stuff from Forces, I need to play it with more chars, definitely more fun with traditional characters like Sonic. Just the right length I think, it never got old. Overall Fun: I had a solid time with this one! | Character(s) Used: Mario Aesthetics: not my favorite but solid Design: nice! it felt very well made Overall Fun: alright, 2d sections not my favorite but they weren't bad | Character(s) Used: Skip Aesthetics: Limited pallete, not too much going on. Mostly walking over grey slabs of nothing. Sonic City bg vibes Design: Blockout is pretty good, gives me plenty of space to run. Some clunky connection rooms that don't flow as well but the different paths pay homage to classic sonic games, 2d section was neat too. Overall Fun: Good map for running, which makes it a good sonic game map! | Character(s) Used: Skip Aesthetics: it's grey Design: Got a bit lost at the beginning, there was an area I was completely ignoring due to its darker colors that wound up being the way forward lol. Some good fun stretches of Running that I rly enjoyed Overall Fun: was the first one we did after uuuh idk how long of not playing so unfortunately it got hit with the "I can't remember how to play" frustration. Was fun once I found my footing tho | Character(s) Used: Aesthetics: Design: Overall Fun: | |||||||||||||||||||
10 | Tectonic Bluffs Zone | 8th level played | Character(s) Used: Surge Aesthetics: Just enough to communicate the prehistoric vibe I think you were going for. Could've used some of those pterodactyls, but the OC airborne enemies were neat. Design: The floaty flowers were good but whenever I was in a tight space it felt like, idk, not great to use. I did loved to float around after jumping on a flower and picking a path in the more open areas. Maybe I am just too impatient but I didn't love the confined platforming areas like the one with the lava coming down on you. Overall Fun: Solid 6/10 level nothing too crazy either way I did enjoy what was there. | Character(s) Used: Aesthetics: Design: Overall Fun: | Character(s) Used: OVA Sonic Aesthetics: Sweet, Gives me the classic Jungle Zone vibes, smoothly adapted into 3D. A bit empty here and there. Design: Decent blockouts, interesting shapes. Making full use of classic character skill-sets. Hard to tell where I am supposed to go a bit too often Overall Fun: Pretty good | Character(s) Used:skip Aesthetics: Could probs be a bit more polished but I like it! Love your trees. Design: The flowers were interesting! Very smooth, only one bit right before the end where I was ? about where I was intended to go, the room with the flower and the lava waterfall. Overall Fun: good time | Character(s) Used: Aesthetics: Design: Overall Fun: | |||||||||||||||||||
11 | Twilight Hill Zone | 7th level played | Character(s) Used: Surge Aesthetics: about as good as you could make a level for what you were going for I think? Just very pleasant, love the underground cave transitions with the music, early kirby music always makes for like a fun atmosphere to platform too, the hidden emblem placements are very good and the hints are too. Design: Very tight, it'd make an awesome first level, love all the different paths. Not personally a fan of the stop to fight enemy arenas but they really were not that bad here at all. Overall Fun: I had a great time I love it. | Character(s) Used: Mario Aesthetics: Good colors but a little too dark Design: Too many enemies assaulting me, a little too cramped Overall Fun: struggle | Character(s) Used: Shadow Aesthetics: Really well dressed map, Cozy vibes. Cool shift in tone for the underground segment. (Fitting Kirby music!) Design: Solid, platforms are good, rooms have interesting block-outs. Alternate routes. All-round extremely well set up! Overall Fun: Really damn good, impressive! | Character(s) Used: Skip Aesthetics: Gorgeous!!! Wonderful palette. The rained out green w/ those lanes of colorful dancing flowers.omg. I'm charmed. Loved the tone change w/ the night. Design: Was great to run thru!! Felt like there was a lot more to see(gr8 feeling), but only played through it once. There was one bit that I got stuck on for a half second: The cylindrical waterfalls pull you up and down at certain points.So when I see one, I assume that's what its going to do, but theres one thats just there for decoration that I hung around for a bit, confused. Overall Fun: Very good time | Character(s) Used: Aesthetics: Design: Overall Fun: | |||||||||||||||||||
12 | Blue Mountain Zone | Character(s) Used: Vector Aesthetics: it's a 2.0 zone with all it's limitations, I can't lie and say I have nostalgia for it because I wasn't there in that era but it's authentic to what I know and I have played. I can't say I'm fond, it's bare minimum but also I know it's what you were going for so well done. Design: The best bit was climbing the mountain itself if I had to say it, dealing with the little obstacles going up is good. Everything before and after I can't say left an impression, going left at the button-pressing turret fork leading to the dark city ending was kinda confusing lol Overall Fun: it was ok | Character(s) Used: bee Aesthetics: it sure is snow but not very interesting Design: confusing. idk how i beat, i just fumbled through everything Overall Fun: eh | Character(s) Used: Shadow Aesthetics: Winter, barely any decoration Design: While clunky and with large empty spots, climbing the mountain was slightly fun. Stig told me it was created with old tools? I'm not sure if that excuses a floor-less mega-slow moving tiny-platform ass tolley that changed direction before it even reaches the edge with the last checkpoint being before I even started climbing the mountain. Overall Fun: Not great | Character(s) Used: Charmy Aesthetics: that final room looks like what my childhood "being chased by a vampire thru a city" nightmares looked like. I guess it feels dreamlike in a way Design: slow pulley not good!!! I flew over it. Very strange, could not get into it, just went places and fell Overall Fun: ???? | Character(s) Used:
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13 | Veggie Keeps Zone | 9th level played | Character(s) Used: Flare Aesthetics: Cute all the way through, just enough to give the vibe of a crop patch/farm, it had an eerie vibe to it halfway, could've been enhanced by a music change but I loev the choice of Meta Junglira from STT. Design: I've beat the level every single time after getting the ring and was shocked to find that Seeg had shown me what happens if you don't get the ring lol, I didn't even understand what had happened at first but figured it out later. Very simple but cute level, could've used more platforming but I enjoy it as an oddity. Overall Fun: 7/10 personally I just like when people do weird things like the whole potato segment gets it an entire extra point for me. | Character(s) Used: Mario Aesthetics: Pretty basic? Design: Alright. weird fog area way too foggy. A bit confusing cause I ran in circles Overall Fun: Meh | Character(s) Used: Luigi Aesthetics: Bit silly, weird contrast between veggie farm and secret labratory Design: Simple, does the job, some fun secrets and meme'ry. Got teleported to a 'fuck you here's 12 eggmans' room for some reason??? Overall Fun: s'alright | Character(s) Used: Skip Aesthetics: EXTREMELY cute!!! All the little veggie assets were adorable. Design: For the most part, smooth! Some bits that were confusing in multiplayer if other players have already grabbed the rings intended to lead you. potatoe cute Overall Fun: Love it!! | Character(s) Used: Aesthetics: Design: Overall Fun: | |||||||||||||||||||
14 | High Jump hijinx | Character(s) Used: Luigi, Espio, Tails Aesthetics: Good utilization of the tutorial zone textures, I think it's one of Glaber's best looking levels to date. Wouldn't mind more from him in this style, but it is a very tutorial/trial sort of aesthetic, fitting HOWEVER... Design: Far too long, it could've been cut in half, the tutorial aethetic doesn't play out well for a 10 minute long level I think. It didn't help a lot of us weren't using characters that utilized the shields like you wanted lol, I did warn them about that but also I knew the level was completeable without the shields on most chars... Overall Fun: I liked it very much it's just the length that kills it, 6/10. | Character(s) Used: Mario (no good), Silver, Tails Aesthetics: not a fan of the cyber grid aesthetic but it helps that they were in diff colors and not all just green? boring for a level that long Design: good if u like platforming i guess? WAY TOO LONG Overall Fun: not very | Character(s) Used: Plague Knight, Gave up half way switched to Tails Aesthetics: Absolutely nothing going on Design: Interesting use of mechanics I don't see often elsewhere. Some fun challenges sprinkeled between extremely dragged out tedium; took me 20 minutes to beat, way too long. Switched to Tails at the part where you have to stand on a small purple block and jump on top of the falling spike trap. The platforms are not synced and is extremely frustrating waiting several cycles to get the timing on both platforms right. Definitely has the potentional to be a good platforming level if you take the better parts, for a denser and shorter level that could be dressed up as like a rocky grassy cliffside or a mountain or something. Overall Fun: Eh | Character(s) Used: Skip,Whisper for the tower,Tails when I gave up Aesthetics: think its a you like or do you don't kinda thing. it's fine Design: I can appreciate a good platforming challenge but that bit near the beginning where you're climbing the tower is just tedious. Too much and the punishment for a mess up is doing something I'm already bored of all over again. I found myself just launching myself past platforms to where I needed to be rather than interact with them Overall Fun: A bit but the tower just set a bad tone | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
15 | Robotropolis Tunnels Zone | Character(s) Used: Vector Aesthetics: SIgnature rogerroger style of using like 100% unique assets, I really can't ask for more, I LOVE it everytime. It's best of the best, always funny/charming full of cute junk i can appreciate when playing over and over. Soooo psyched to get to play thru all of Sol Sestancia when you're finished. Design: After having played through Pizza Tower I was kinda dying for more and WOULDN'T YOU KNOW you were cookin just for me!! I adore the level, on my own it was sweaty but I did it and felt great to clear (pretty sure I just used Sonic) but in multiplayer with Vector and lag I think the precision platforming totally messed me up, I lagged behind everyone for several minutes lol. But I don't think it's a design problem really. Every little frantic obstacle was well placed along with all the time bonuses, I always get the feel you know what you're doing and how to make it fun! Overall Fun: 9/10 | Character(s) Used: bee Aesthetics: pretty standard but the artstyle is fun and cute Design: i actually really liked having to work together to extend the timer. not too hard not too easy Overall Fun: actually had fun with this one, thats like a 10/10 | Character(s) Used: Metal Sonic Aesthetics: Lots of custom spritework, always feels fresh, tunnels are okay the city kinda slaps Design: Very tight timewindow, very hard to complete if you die more than once, which is easy to do as there is purple-instakill goob and awkwardly placed moving platforms that crush you. The city is straight-forward, nothing good or bad to say about it but serves as a nice inbetween breather of the timed sections. Pretty clear where I gotta go. Overall Fun: Pretty fun, especially in Multiplayer | Character(s) Used: Charmy Aesthetics: Love your custom assets!! Always so fun to see Design: Reaaally enjoyed the race against time in the beginning, especially in multiplayer. Scrambling to get the time extenders together was super fun. A good challenge! Felt so tight at first, but as we got better it seemed like there was actually plenty of time. I couldn't really get into the city segment unfortunately, maybe it stretched on a bit too long? I was behind so I missed the boss fight at the end. Overall Fun: whole lotta | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
16 | Tofu Thalweg Zone | Character(s) Used: Sonic Aesthetics: Pretty as all Roykirbs levels are (pretty sure this is Roykirbs) and music choice is spot on. I always enjoy how their levels look I think and iirc have been looking really good for a long time, as far back as Sugoi? Maybe I'm getting my history wrong but idk it owns, cozy night feel and OH shit, the custom Sonic CD enemies, it gets 10/10 just for that. Design: It felt a bit too big and like I was afraid of backtracking on accident sometimes because of it but I didn't actually end up doing that thankfully. The arrows maybe just need to be a little smaller I think they were too big to notice, Seeg noticed them and told me about them and I didn't even see them so Overall Fun: 8/10 lovely fun time | Character(s) Used: Mario Aesthetics: Basic but the blue filter is something i guess Design: i got lost and stuck in cock and ball torture rooms Overall Fun: not much | Character(s) Used: Tangle Aesthetics: Really nice, cool hue's. Nice music choice, sweet work on the sprites Design: Wide open areas, fun to run in, makes it a bit hard to tell where to go at times though. Short n sweet, not too complicated. Overall Fun: I was vibin' bro | Character(s) Used: Skip Aesthetics: Very gorgeous, rly good music.Love all the evil statues that hurt me. Made me happy to look at and hear. The sprites are custom?? They look gr8 Design: a bit easy to get turned around but a rly fun sprint. Overall Fun: :) | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
17 | Confined Ravine Zone | Character(s) Used: Sonic, Adventure Sonic Aesthetics: IT'S RAYMAN. I like Rayman but not as much as Drak. Enjoyable though like I will never sneeze at custom textured levels like this, very nice looking I enjoyed seeing it. Design: It's like a tutorial stage, I played it SP so I was able to tell everyone MP what the lums did. Everyone had difficulty with the tree section lol, I don't remember it being as bad in SP but I struggled. I always love these rayman levels, it'd be great to play a whole pack of them together, I'll definitely do the Emblems if it has them. Overall Fun: I had a good time, makes me wish someone makes a playable Rayman in SRB2 somday. | Character(s) Used: Mario Aesthetics: Design: i gave up when i got to the tree cause i couldnt get up on the branch, too finicky Overall Fun: when i said "guy who has only played rayman 3 before: hey im getting rayman vibes from this" it was a joke but i was right | Character(s) Used: Sonic, Tails Aesthetics: Looks nice, Ray-man has a solid vibe.Very big map, too big. Large open areas that feel mostly empty and same-y looking spaces makes it feel like I'm not making any progress, there is some variation, but not enough. Design: The fairy mechanics are a nice small addition. Climbing the tree was a nightmare (I switched to Tails) and the teeny tiny platforms following soon after were just not designed with SRB2 characters in mind. Overall Fun: Alright | Character(s) Used: Skip Aesthetics: Didnt think about it much. Looks fine. Design: The branch part was no fun, way too slippery. After that tho it was smooth sailing. Lead me around well. The change in mechanics was intersting tho! I like that. Overall Fun: Big spike of frustration at the beginning and then Fun | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
18 | Sunset Skyscrapers Zone | Character(s) Used: Dirk, Espio Aesthetics: 10/10 for me, the one positive thing I can say about MM8 is it's amazing art style Design: Of course in turn the most horrible thing about MM8, Jump Jump Slide Slide, you just HAD to include too lmao. I can never escape it as a gamer it seems. I do love the difficulty of the stage a lot tbh, it's just that one segment with the waiting for the blocks slows it down, ironically that also reminds me of mm8 level design lol idk if it's intentional. Overall Fun: A solid 8 seems fitting :) | Character(s) Used: Aesthetics: Good color palette, nice on the eyes Design: Great. Really well-made. The surfing bit wasn't scuffed and controlled well Overall Fun: Pretty fun, which is 10/10 from me | Character(s) Used: Skip (Sonic for the Triangle-Board) Aesthetics: Nice colors, cohesive design. Bit busy at times / spammy with the same obstacles in grid-wall patterns. Design: Solid jumping bits. The triangle-board segment is pretty fun but the controls are kinda tough in the way of committing to jumps while the platforms are on the small side. You gotta give the player some time and/or easier obstacles to get used to new stuff. In this level I flew past some checkpoint and suddenly the board turns into a plane, having but a second or 2 to process it before I have to dodge a pillar and a wall of spikeballs. Pretty cool vibes tho' + the music change is nice. Overall Fun: Not bad! | Character(s) Used: cacnee and then skip Aesthetics: A very gorgeous level. Design: I had such an unfortunate amount of fighting the controls/lag/bugs on this level I feel bad ToT. Im just not sure what part of my difficulty with this level was the actual level or me being flung by my camera in the wrong direction. The board segment was neat! I found turning on it to feel...idk strange and unreliable. Sometimes I would barely turn and other times I'd veer fast, without any change in how I was doing my inputs. I had a good time when I actually felt in control of myself tho, well made little jumping segments with a cute twist w/ the windmills. Overall Fun: It was good! I don't feel like much of my frustration was the level itself's fault. | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
19 | Scarlet Canyon Zone | Character(s) Used: Surge Aesthetics: Afaik it's most if not all Arid Canyon but the way you turned it into like a winding highway road with many paths worked out great. Design: I love being able to fall all the way down the lowest path and jump back up to the highest naturally without having to backtrack or anything Overall Fun: Short but sweet! I enjoyed it :D | Character(s) Used: Aesthetics: Pretty basic Design: Felt like a kart level, kinda samey Overall Fun: OKay | Character(s) Used: Sonic Aesthetics: Canyon vibes, I liked how the bottom was different from the top, could even build on that and make anything around the middle layer a mixture of the top n bottom floors Design: Nice highway-like but with snaking paths and sharp turns that ain't too sharp, just feelgood running, great use of layered sections which has that great classic sonic level-design. Could use some more connections between said layers as now when you fall you are more or less just stuck one layer lower until the very end. Overall Fun: Hell yeah | Character(s) Used: Skip Aesthetics: Not much to say, but it looks nice! Clear differentiation between the two layers is appreciated Design: I LOVE pressing forward and never stopping!!(genuine) I really love hopping between the layers. Simple and a ton of fun Overall Fun: hell yea!!!! | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
20 | Scrap Brain Zone | Character(s) Used: Tails Aesthetics: It's scrap brain zone alright, great work. Something is just missing though, probably like steam and some of the big empty rooms do not properly evoke the feeling of scrap brain. Stuff like buzz saw blades and electric lamps zapping you and those wheels you could spin round and round in would've went a long way. Design: It just leaves a lot to be desired, the crushers are cheap, crushers in any level is cheap, but i'm not sure why these didn't hit. I like that even in Egg Rock there is only a few crushers, like the beginning area in ERZ1 has them and not much else. The direction was just missing often in the biiig room with all the cylinders, it wasn't that fun to explore to find where to go either. And in tough platform rooms it was hard to see anything sometimes like the final labyrinth zone pillar room, too much blocking the way. Overall Fun: It's alright but it could be much better with adjustments 5/10 funs for me. | Character(s) Used: Mario Aesthetics: Ugly Design: Bad Overall Fun: None. I got stuck in purple slime pillar room cause everything looked the same and I couldn't get up and it made me toxic | Character(s) Used: Skip, Sonic, Tails Aesthetics: Bit of a scrapbook style, too many different textures n zones with little cohesion but a vaguely metal-trash zone. Neat tonal shifts with the silent dark room and music. Design: Weird sudden difficulty spikes with fast crushers and tedious vertical rooms that have tiny platforms. Overall Fun: Eh | Character(s) Used: Skip,Tails for pillar slime room Aesthetics: I'm sorry im very tired...i can't remember..that room with the white pillars and the pink water was pretty. All the little signs are a cute touch. hehe trash room Design: Did not understand how you were supposed to get back up in the pillar room if you fell...just flew. Toughie at points but I don't think it ever went to true frustration Overall Fun: Did have fun | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
21 | Final Zone | Character(s) Used: Whisper Aesthetics: It's The Final Zone... I have huge nostalgia for Sonic 1 so I'm sorry I have to give it max points here, 10/10. Unfortunate... Design: It's a roller coaster ride, difficult but not overly, the effort that went into the custom bosses are extremely appreciated. I tried to show my friends the eggman spleenik death animation but they all missed it.... some things could be a bit more clear though, the segments where we're suppopsed to get flown up from the steam to progress were hardly noticeable, something like just making that pipe orange instead of gray would've helped. Overall Fun: Great time, 8/10 I'd say, just needs some clarity here and there. | Character(s) Used: Aesthetics: Design: chaos Overall Fun: what is habbenign | Character(s) Used: Sonic Aesthetics: Way to busy,cramped hallways with either hard red/black stripes and nothing else or empty metal block zones. Nonetheless it does get the vibe down of a Final Zone. Design: Very clunky, doesn't feel tested, teleport flashbangs you, speed boosts just fling me off the stage or janks my camera around a corner. Extremely small jumping platform section that feels like it was made to dunk on you for not playing a custom OC character that can fly or boost across half a map. Boss fight was pretty fun, original! Overall Fun: Clunky but Bossfight redeems it and it's not too long | Character(s) Used: Skip Aesthetics: um!! I mean it was fine honestly I just don't care for flashing lights. Did we rly have to have that teleport :( Design: audibly went "NOOOOO" when I jumped out into that room filled with nothing but extremely thin platforms. The slipperness of this game makes those things a nightmare. It wound up being managable tho. Overall Fun: is fun, did laugh | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
22 | Soulside Dungeon Zone | Character(s) Used: Vector Aesthetics: pure SOUL. It's funny how your particular style evolved from, what I thought, was a lot of the classic Sonic inspired checkered pattern stuff. But for the longest time it didn't quite hit the mark for me, much of the colors didn't compliment eachother. But this? This is a much better effort than what I've seen before, it's like a dark-world version of a classic Sonic stage. I liked it! Combined with the music and difficulty, to me this sticks out as just a great stage looks and feels wise. Design: I really like the difficulty here, there's a LOT of obstacles, your usual signature in level design, but you've given the player a lot more room to breathe here while avoiding them. I have to give major props for the improvement, really enjoyable level to me! I love to see this progress. I can't think of very much to complain about in level design honestly, keep making levels like this!! Overall Fun: 8.5/10 I really enjoyed it and showing off to friends how your levels improved has been a highlight to the OLDC experience | Stig note: Drak's joke here is that Zaxel was comparable to Jigsaw but is now rehabilitated or undercover Character(s) Used: bee Aesthetics: color palette could be better. honestly couldnt describe the aesthetic. spike balls? Design: not bad. Jigsaw got way better but now i kinda miss the torture Overall Fun: alright | Character(s) Used: Bomb Aesthetics: Not too much going on, but the zones are different enough and it's clear where platforms are an where dangers are. It clearly has some kind of theme but is not super well defined what that is. Design: My ego isn't big enough to think you took (or even read) my harsh critique of your previous levels but this one was extremely solid. It was challenging but not overly difficult, the platforms are large but their shapes require some nuance to traverse and it's easy to tell where I am supposed to go. The falling spikeballs are spottable from far away so it's totally the player's fault if they get hit. A fair threat. Maybe a bit too many knights and while checkpoints are plenty 2 of them are somewhat oddly placed, one is missable, the other pits you against 2 knights without any rings but these are minor nitpicks. Amazing improvement. Overall Fun: Super Solid | Character(s) Used: Charmy Aesthetics: your oc at the end is soooo cyute !!!! It's an aesthetic that I think you're either fine with or that you dislike. Could have been something more interesting but I'm fine with it, kinda evoked a gameshow obstacle course feeling for me but idk if I'm pulling that out of my ass. The black spike lined roads made me feel fear lol. fun music Design: Well being a char that can fly sure did help me avoid any challenge or frustration that could have possibly been in this level :content emoji: def seemed more like a satisfying challenge than an overly difficult slog tho! Overall Fun: LETS GOOOOOO | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
23 | Sandy Night Zone | Character(s) Used: Vector Aesthetics: It's Arid Canyon, hey the music is really on point, I dig it more than ACZ's honestly. Feel like I know where it's from but idk. Design: So I played this first solo and I thought it was super duper short but in MP i managed to get lost and loop like 3 times lmao I realize how it happened, the beginning has an intersection you jump through later and I kept falling in without realizing where I was, an orientation issue I think, I could've been paying more attn but maybe something to highlight that would've worked better. Overall Fun: 5/10 it alright | Character(s) Used: bee Aesthetics: alright Design: somehow got lost and rammed into five hundred cactuses Overall Fun: not really | Character(s) Used: Mighty Aesthetics: Solid, very good use of desert assets. I'm not sure if the 'night' aspect really gives it any extra credit, I think normal desert lighting might've been a better fit and would make the transition between the outside and the dark/cool cave zone stand out more. Design: Way too many cacti, Solid blockout with a unique feel, nice use of the spring enemy in key locations. A liiiiil cramped at the worst of times. Great balance between running and platforming Overall Fun: Short n sweet, Good! | Character(s) Used: Charmy Aesthetics: I didn't have much time to really look at it and then I got stuck in a dark pit so I couldn't look and think it over more lol. Was nice tho, solid desert look Design: Gonna be honest I think it was over so quick that not a single of the tiny gears in my brain had any time to get grinding. I think I need to replay it but at a leisurely stroll to really appreciate it. Level bounced me around a bit in tight spaces,but overall a smooth n enjoyable run thru Overall Fun: short n sweet | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
24 | Hoehle denk ich | Character(s) Used: Knuckles Aesthetics: I guess I can say that outside the water being used as a trampoline and the mario wall it didn't leave a strong impression on me, in contrast your last OLDC entry (I have to assume it's the falling castle button hunt with the german name) was really strong visually witht he whole castle. OH I did enjoy the little boat :) I guess it was like a fun little island challenge. Yk I'm realizing I shoudl go back and do the full emblem hunt I'll probably have a stronger impression of it when I do so. Mario wall too. Design: This one was harder to navigate for sure. The thing I loved about your last level was symmetrical so it felt like I knew where I was going more than here but idk maybe I just need to play this one more, not sure. Overall Fun: Decently good time, basically emerald hunt with more emeralds and those are chill. | Character(s) Used: Mario Aesthetics: Basic but not boring! Design: Felt like a big halo multiplayer map. A little confusing where to go but I like the design. Felt very professional. Overall Fun: Pretty fun | Character(s) Used: Metal Sonic Aesthetics: Classic Green hills + pristine castle ruins. Does its job Design: Fun challenge level. Clever introduction to let the player know that water is not your enemy with the collapsing bridge. The buttons are easy to spot with the lights. The level design flows well despite it being 'open world'. Extra rewards for doing well is a nice incentive. Overall Fun: Very fun | Character(s) Used: skip Aesthetics: The icon for it is so cute lol <3, and the little boat omg. The beginning with the bridge collapse was rly nice. It's a gorgeous level like for real Design: Group treasure hunt is always fun. Super dense, I found myself not really knowing how to get to certain points or where I was in relation to anything else. Overall Fun: Short but fun | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
25 | The Factory Zone | Character(s) Used: Adventure Sonic Aesthetics: It is indeed a factory! The worst part about srb2's default textures is it already has too much grey in it so that does help the look of a factory, and I did appreciate when you added more greens, blues and red areas, the grey areas were my least favorite but the orange pipes helped a lot umm it could just benefit with more detail in general Design: Very well balanced I'd say, just the right amount of difficulty for I think what you were going for, not a push over stage but not too hard. Not sure what else to say about it. OH of course, it's all inspired by the Pizza Tower stage which I loved, it worked out pretty damn well I think, I look forward to playing it again when the Peppino addon is finished :] Overall Fun: Solid level, 7/10 in FUN | Character(s) Used: Mario Aesthetics: boring. personally really dislike the factory aesthetic but even for a factory it was pretty mid Design: not bad? i liked the escalator part with the fire beams Overall Fun: okay | Character(s) Used: Metal Sonic Aesthetics: Factory vibe is cool, bit empty but the rooms were varried nicely Design: Fireshield behind an breakable wall is nice, the ending goalpost yoinking itself away was funny too. Some clunky bits too like the pipe-transitions blocking my view when I entered the big room or when a jumppad launches me onto a platform that only gives me half a second to react to the too small landing space. Overall very solid. good jumping puzzles, all other platforming blocks we properly sized nothing overly complicated. The crushing room Overall Fun: Nice nice | Character(s) Used: Skip Aesthetics: Rly nice music choice. Think I liked the bit at the beginning with the conveyor belts? the best aesthetics wise Design: The platforms that jut out from the walls were extremely hard to see, which left me puzzled for a few seconds when I needed to find them.Otherwise super solid n smooth. I have a problem in this game where springs just send me who knows where, but that didnt happen here so thank u Overall Fun: Yippeee | Character(s) Used: Aesthetics: Design: Overall Fun: | ||||||||||||||||||||
26 | Radiant Reverie Zone | 3rd played | Character(s) Used: Sonic, Ralsei Aesthetics: I mean they're perfect, a little dreamland, rainbows, bubbles, what else do you need? Nailed it!!! 10/10 The music made me think of Taz-Mania on the genesis.... Design: On unique mechanics alone it's 10/10 but the open-ness and creative transitions into 2D sections were just so cute, it went hard! The way it ended was the cutest thing in any srb2 level i ever played Overall Fun: A GREAT TIME WAS HAD BY ALL | Character(s) Used: Mario Aesthetics: very cute and good vibe Design: good, i really like the open areas, they weren't barren or confusing Overall Fun: felt like rayman 3 so yayyy | Character(s) Used: Skip Aesthetics: Very good, Nice use of colors, easy to understand where the platforms are, could limit the pallete somewhat but I'm personally a big fan of rainbow overload myself. Cute ending. Design: Very solid block placement, great use of slanted areas. Good enemies. The bouncy bubble mechanic is easy to understand and very fun. Scales very smoothly in difficulty as at some points you can leap into a bunch of them to keep momentum. The transition between 3d to 2d is something that a lot of levels apply in a really jank way and it is hard to pull off; I think the rainbow solution is extremely clever. Overall Fun: Super fun! Well designed! S-tier | Character(s) Used: Skip Aesthetics: extremely pretty extremely charming wtf omg. The little bit at the end is sooo cute, your brain is huge Design: Smooth, fun, didnt get turned around at all. Rainbow transition not just super cute but also very smart Overall Fun: WONDERFUL!!! | Character(s) Used: Aesthetics: Design: Overall Fun: | |||||||||||||||||||
27 | Algae Railway Zone | 4th Played | Character(s) Used: Sonic, Susie Aesthetics: It reminded me of the Sonic Archie comics, like something where echidnas were fighting hordes of robots in space. Actually think the custom badnik designs were really sick, I love the foot soldiers, were they improved from a previous version in another OLDC? Design: For an Emerald Hunt map it ok for size, but the corner ends of the railway were a bit too cramped, actually it played fine in solo but multiplayer lagged like crazy for some reason, made it hard to play. I think the water pit in the middle just contributed to frustration but the puzzle elements were pretty good. Overall Fun: Probably slightly too hectic for it's own good, I had the best time fighting enemies in the middle of the railway, staying up in the rafters made me feel cool B) | Character(s) Used: Aesthetics: Design: Overall Fun: frames were so low i couldnt play it cause i get nauseous easily | Character(s) Used: Skip Aesthetics: I like the tunnel vibe. The level has a strong character. Feels a bit linear for a treasure hunt. Especially with the 2 zones on either end being the same. Design: Bit hard to make any proper jumps with nearly 90% of the level being slanted. Way too many enemies that shoot way too many particles that take way too many hits to get rid off. Dropped more frames than rings.(mp) Overall Fun: Decent, got bomberman 64 vibes for some reason?? | Character(s) Used: Skip Aesthetics: def pleasing to my eyes. I really enjoyed the beginning tunnel rush + music but from there I couldn't make out much Design: frame rate too bad, couldn't do much. Too many enemies for the game to handle?? I did find fighting them to be pretty unenjoyable while my game was actually running, that could be personal pref tho Overall Fun: :( | Character(s) Used: Aesthetics: Design: Overall Fun: | |||||||||||||||||||
28 | Blossom Breeze Zone | 5th played | Character(s) Used: Sonic, Adventure Sonic Aesthetics: One of the best looking levels this OLDC, I'm a sucker for the geometric Ohshima patterns of Sonic 1/CD so you just win there, good job. Design: I love slopes so much and this has tons of them, very replayable, appreciate the generous use of restart pitfalls cause it would've been pretty hard without them, especially with online lag lol. Overall Fun: I had lots of funs, idk if it has emblems I have to go back and check but if it does I'll get them all forsure. | Character(s) Used: Mario Aesthetics: very nice Design: very nice Overall Fun: very good. Okay i was so tired when we played this one i did not have the energy to properly express that this was a very good level | Character(s) Used: Sonic Aesthetics: Very well done, Super good looking level; shaded grove with blossoms everywhere. Dense but not overwhelming cohesent design that focuses on trees and water. Design: Straightforward, easy to run through. I feel guided but still have a choice on how I wanna go. The "death-pits" transitioning me to a 'reset-zone' was nice but once you reach a point further ahead I would've rather had a classic checkpoint. (I fell down rather than hitting the big red jumpad, AAAA) Overall Fun: Very pretty, Solid design. | Character(s) Used: Aesthetics: Very beautiful palette, I love to look at it. Design: Wish I had any of the vocab to describe why these levels are enjoyable, but alas!!! I flung thru this shit which means Good Good Fun Fun Overall Fun: Super! | Character(s) Used: Aesthetics: Design: Overall Fun: | |||||||||||||||||||
29 | Sky Sanctuary Zone | i lost count of the level order... | Character(s) Used: Heavy, Mighty Aesthetics: REALLY good, idk how you did it but the interpretation of Gens Sky Sanctuary really came through, it carries the level imo even during the worst parts of it for me. Design: The worst bits was getting lost and I think some shenanigans with the portals was making everyone confused, we all experienced different paths which should be fun, idk maybe we were all just very caught off guard or it wasn't intended for MP but everyone had difficulty navigating at one point or another (maybe cause we all switched to Chaotix characters now lol) I had to switch to Mighty cause Heavy just did not want to roll up that big wavy slope... Overall Fun: 7/10 could be a 8 easily with a bit tighter level design that keeps the players on track I think. | Character(s) Used: the bee Aesthetics: very good at first, i liked the textures but very quickly declined in quality Design: confusing layout. too long, but big open areas good. hated the factory Overall Fun: alright | Character(s) Used: Vector Aesthetics: Nice vibe, good use of the creative tools, factory/space zone feel somewhat lackluster and there is the occasional huge blocks of springs. Definitely got the sky-sanctuary vibe down and the master emerald at the end was dope. Design: The early half-pipe design is really nice, curving the player onto the path they need to go rather than slamming them into a wall. Especially at the start but after that it gets a tad weird. I went off the intended path and found the blue chaos emerald in this side-zone(?), afterwards it was nearly impossible to find my way back to the main route. While the level looks nice it is rather same-y so its hard to tell where to go. Overall Fun: Good but a bit confusing. | Character(s) Used: Charmy Aesthetics: Pretty! tho I found some of the sky island sections to look samey which obvs confused, and contributed to making the level feel like it was dragging a bit, I think. I missed out on the apparent space and factory section, but I really enjoyed going thru the portal and entering what seemed like the island getting destroyed. fun little story telling feel. Design: How many pathways are in this one? It seems like all of us went some different route, so thats really cool. Started out promising but as it went on I started to feel kinda confused, somehow turned myself around in certain parts in ways that I did not understand. Overall Fun: had some fun | Character(s) Used: Aesthetics: Design: Overall Fun: | |||||||||||||||||||
30 | Birabuto Sands | 10 level played | Character(s) Used: Whirl Aesthetics: Just enough to give it the desired Super Mario Land vibe, could've used a funny sphinx somewhere though. Design: The 3D sections were good and fun, I'm not a huge fan of the 2D personally but what was there was solid enough imo. Overall Fun: Decently good time but I can't decide on a number score, it's just alright. | Character(s) Used: Mario, Silver Aesthetics: nice but quickly tiring. do not like the big grey blocks everywhere Design: i like big and open so point for that but it was confusing to know where to go. things looked the same, always thought I was back at start Overall Fun: its ok | Character(s) Used: E-102 GAMMA Aesthetics: Desert Level, simple areas look a bit same-y. Dark temples have good contrast against the yellow sand but that's about it. Design: Standard, feels less like you have multiple routes and more like little 'open world' zones. Not bad. Lots of options to get where you need to go, sadly where you need to go is rather confusing sometimes. Bit too long. Overall Fun: Nice | Character(s) Used: Skip Aesthetics: Looked good! Design: If I see a big temple then I know thats where I need to go lol. I usually get turned around easy in bigger, open maps but I moved forward just fine in this one. Good fun, didnt have to pause too much. Overall Fun: good fun | Character(s) Used: Aesthetics: Design: Overall Fun: | |||||||||||||||||||
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