Make a Good 48 Hour Mega Man Level [4] - THE DUALITY OF MAN!

Make a Good 48 Hour Mega Man Level [4] - THE DUALITY OF MAN!

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Published on ● Video Link: https://www.youtube.com/watch?v=2fo_oRdwR4k



Game:
Mega Man (1987)
Duration: 19:00
113 views
6


Today's two levels honestly felt like polar opposites. One was filled to the brim with too much stuff, and was too enclosed and claustrophobic. The other was filled with empty space, and failed to utilize much of anything in from their chosen gimmicks.

► 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===
"Pint House Power House" by MeeM
Design: 02/35
Creativity: 03/15
Function: 08/10
Fun: 01/25
Aesthetics: 01/15
Total: 15/100

Design-wise, this was a very weird level. I'm not entirely certain what the level name has to do with the course itself. And the claustrophobic, enclosed halls and oppressive enemy fire just made this level so painful to go through. The best Mega Man levels strike a great balance between open ended areas and enclosed areas. And you leaned too heavily on one aspect, trying to cram too much in when you should have stepped back and focused on a few core ideas.

Creatively, there's also not much here. Too much precision jumping, the difficulty comes from the bad design choices of forcing players to be pixel perfect at specific jumps, especially when spikes get involved. But then you give out far too much health to where it feels like you don't know how to balance your level, so have a ton of HP to deal with it.

Functionally, the wonky textures for where the Up n Down enemies spawned from distracted me a lot, the boss fight with the Suzy didn't need the extra enemies. It needed the Suzy to be coded better so it would actually attack instead of sticking to the right wall. Also you have a checkpoint that spawns you past the obstacles in one room.

The only thing I enjoyed about this level, getting you a 1 fun point, was the boss fight. It wasn't the most engaging, but I like Suzy's and have a soft spot for them. Aesthetically, this stage was confused, a mess, and didn't theme into anything, so it's a no from me there.


"Faint Flying Factory" by TrumpetZorua
Design: 05/35
Creativity: 01/15
Function: 06/10
Fun: 02/25
Aesthetics: 01/15
Total: 15/100

From a level with too much to a level with barely anything. You made a simple "platform over bottomless pits" level where you barely used any of your given assets to any form of interest. The Pen-Pen shows up once and barely poses a threat, the yellow enemies never got in my way except for the glitchy one at the start. The only enemies used well were the Crazy-Razies, and even then not to the extent we needed.

The storm lord platforms were just there to get you from one place to the next, no challenge there. The only fun part were the raising platforms, but you could have gone further with those. Have that first room stay the same, then have their next appearance be more dangerous. Include spikes or something. I don't know, just something to make it different to the first appearance.

And then the boss. I laughed because what else can you do in that situation. Your boss killed itself. Functionally, that was a mess. But even if the boss was functionable, this is a "Level Contest" and no amount of cool bosses can detract from your level being boring and quick.

Aesthetically, you did nothing. It was just vomit yellow Elec Man tiles pasted over and over. Where was the "Factory"? You could have done an airship sort of level style with that name. It felt like you made a level and then just... came up with a fancy name in the hopes it would impress the Judges.

Nothing was placed with purpose. That's the main problem with this level, and most Tier 1 levels. Play back your levels and ask yourselves, "Am I having fun?" If it's not fun, you're doing it wrong.


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