Make a Good 48 Hour Mega Man Level [3] - TIER ONE, OVERBOARD!

Make a Good 48 Hour Mega Man Level [3] - TIER ONE, OVERBOARD!

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Subscribers:
16,900
Published on ● Video Link: https://www.youtube.com/watch?v=-2JwZ5pMuWs



Game:
Mega Man (1987)
Duration: 23:17
159 views
8


Finally, we've made it to the simulations. It's time to jump into a lifeboat and hope we don't sink, as we check the first two Tier 1 submissions.

► Play MaG48HMML for yourself - https://magmmlcontest.com/48h.php

Make a Good 48 Hour Mega Man Level is a part of the "Make a Good Mega Man Level" series of fangames where users create & submit their own levels for judging by an esteemed panel of judges. For MaG48HMML, participants based their levels around randomly selected boxes containing 3 enemies & 2 gimmicks from across the Classic Mega Man series.

===Level Reviews===
"Space Pipes" by Super Maks 64
Design: 05/35
Creativity: 05/15
Function: 09/10
Fun: 01/25
Aesthetics: 01/15
Total: 21/100

While playing the level, I noted that the concept behind the idea of shooting to manoeuvre yourself through the pipes was interesting. And it is, that's why you have an 8 for creativity. But it's not a concept that I've been sold on based on this level itself. Your execution was poor.

The gimmick is not properly introduced, which led to a lot of early confusion as I couldn't get onto the first major pipe. It felt like there was an invisible block or something, and while once I understood what it wanted it from me, it was easier to handle, that didn't make things fun in my eyes.

I will say the enemy usage was good for what it was, especially the section where you had to time your shots to the Sniper Joe's fire, but overall the cramped space and lack of real usage of the pipes beyond just getting you from one room to the next was a shame. I feel like there have to be better ways of using those. Also the one clipping through the transition door to the room with the signpost was lazy. You could have easily had the pipe let you out onto a platform that you then walked through.

Where you really lost me was the boss fight. Quint did not need to have that extra health pool, and it definitely shouldn't have been a slightly darker green, because I couldn't see it on the health bar and assumed I was doing something wrong for five minutes. Combine that with a barebones space aesthetic that doesn't do much for me, and this level just wasn't it.


"Cutting Edge Technology" by AAAAAA
Design: 05/35
Creativity: 03/15
Function: 04/10
Fun: 02/25
Aesthetics: 01/15
Total: 15/100

Despite the lower total score, I'd rather play this level over the last one any day. However, it wasn't a good level. Where was the music, for a start. Nothing gets me more invested in a level than some good quality music, and combine that with a really dreary primary colour + green colour pallet & you get the lowest Aesthetic score possible.

Design-wise, you had some interesting ideas. They just weren't explained very well, which led to a lot of needless deaths. The sheep man blocks not having the same disappearance time across all their appearances was the biggest offender. You should have had a safe room to showcase that gimmick so we'd be aware that the timing was different. Your usage of the cutters and the sheep blocks, where you fall through while avoiding them, was neat though.

Your use of the Pakatto 24's was actually quite good, and that first room with the three of them facing you was actually quite clever. I was just a little tilted with the timing. But then the room where they're facing away from the player happened and I was sad. And what happened with the Moles & the other enemy that you were supposed to use? (Don't know enemy names, don't kill me). They only appeared in the first three rooms. And then you abandoned them.

Functionally, I know the Judges probably had a rougher version of this level compared to the one I'm grading, but even I can tell this was rough around the edges. No music, areas that felt like split paths but weren't, the one path that drops you into the void, the lack of an energy element and the boss doors that just attach to nothing. at the end of the level.

I feel like I can sense where this level was going, but you just didn't have the time to make that second path, or you got lazy and just said screw it. I don't know. But it's a shame.


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