Make a Good 48 Hour Mega Man Level [6] - DEFYING GRAVITY!

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Subscribers:
17,300
Published on ● Video Link: https://www.youtube.com/watch?v=IYlIsV9Fjbc



Game:
Mega Man (1987)
Duration: 30:31
76 views
4


We're ending off Tier 1 today with a fairly empty lab, followed by a craaaazy gravity level that takes the Gravity Man gimmick to new extremes, both in a good way, and in a bad way.

► 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===
"Short Base" by Nixb9
Design: 03/35
Creativity: 02/15
Function: 08/10
Fun: 02/25
Aesthetics: 01/15
Total: 16/100

Talk about missing any sort of potential. You had three very interesting enemy types, two gimmicks that can honestly work really well together if done right, and you just didn't know what to do with what you had. While in-video, I was defending certain aspects of this level, looking back at the footage, there's nothing really unique about what you created here.

The level design was overly linear and bland. You have one random vertical scrolling room near the start that didn't really need to be there, you use every enemy in just one room aside from the Joe's, which get a brief second appearance, and the entire second half of the stage feels rushed and devoid of any life.

Gimmicks aren't present for more than one screen, and when they are used, it's in the most basic setups known to mankind. The level's tile set is also pretty bland, with the black background tiles just being boring to look at. M-Jacq hit the nail on the head with their review, I couldn't say it better myself.

I don't have much more to say. I'd improve the level by trying to use gimmicks and enemies in more than just one room each, but that's really the bare minimum. This whole level needed to be scrapped and redone.


"GraviMan INC." by BoshyGo11
Design: 08/35
Creativity: 06/15
Function: 08/10
Fun: 08/25
Aesthetics: 03/15
Total: 33/100

What a level that shows such promise, and has great ideas, but just needs some tightening up for the execution to work better. Straight away, I will commend you for making a lengthy stage that sticks to the tried and true formula of "Challenges - Miniboss - Harder Challenges - Boss" that a lot of people in this contest tend to ignore. It works here.

Aesthetically, the stage isn't anything too spectacular, given it's just Gravity Man's tileset, but without the fancy background tiles. But somehow, combined with the Studiopolis Zone music, it works. The neon aesthetic and the blue background on the orange tiles compliment each other really well. Not enough to get higher than a 3 though.

Design-wise, this level is a mixed bag. I really like some of the ideas you presented. Using the Drill Man switches alongside the gravity gimmick to solve puzzles was actually quite fun. Though for a few rooms, it does result in needing to go back and forth through the same spaces to make progress.

Nowhere is that more annoying than in the room after the first Mini-boss. The enemies are placed in such a way that when they spawn, they are incredibly tedious to defeat, and when I have to damage tank my way through an obstacle, it's not designed to it's best degree. There were other small nitpicks, such as the room with the ladder parkour being too long, but the other major issue was the "? room".

You don't give any indicator as to where the gravity will switch. And I suspect that's the point. That's the room's challenge. But it comes after the tedious room I mentioned prior, and felt unfair and frustrating to lose. The best Mega Man stages allow you the chance to beat it in your first try, assuming you're skilled enough. This room was just trial and error, there's no way anyone beats that on their first go-around.

Despite that, I can't deny that you used your gimmicks well, and just got a bit unlucky with some of the enemies that you drew not being very viable for gravity switch shenanigans. I enjoyed the stage, but it needed more playtesting & fine tuning.

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