Make a Good 48 Hour Mega Man Level [8] - CAVES & MINES!

Make a Good 48 Hour Mega Man Level [8] - CAVES & MINES!

Channel:
Subscribers:
17,300
Published on ● Video Link: https://www.youtube.com/watch?v=63brxdj4S-Q



Game:
Mega Man 2 (1988)
Duration: 19:31
118 views
4


Well, today's theme is clearly underground caverns. And honestly, both levels are pretty uninteresting. People really need to learn to use their gimmicks & enemies better.

► 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===
"Fire Armed to the Beak" by Zunzet
Design: 08/35
Creativity: 05/15
Function: 09/10
Fun: 07/25
Aesthetics: 05/15
Total: 34/100

After going through that level, I can't help but think that it ends too soon for my liking, and doesn't really do much with the gimmicks given to you in the box. I feel bad because the fire trap gimmick isn't particularly fun, and you did what you could with it, but you completely failed to take any advantage of the Maze Warp mechanic. It was meant to be a gimmick that allows for infinite looping mazes, which could provide some pretty unique setups for level design. Instead, you use it to warp from one room to the next without the need for a transition of tilesets.

Your use of the turret based enemies was fine, though I think you utilized the chickens in a way that didn't work. They were designed, as shown in Mega Man 2, for long stretches of room. Using them in a vertical plain just didn't do it for me.

The split path in this level felt so forced and unneeded, but more than that, the actual split should have happened in the vertical room. Have you go up or down, but reach the split path that way. The way you handled the split path felt unintuitive. Why would I jump into a pit when there's a pipe that I know will warp me? And the split path, which I tried off camera, was so stacked with enemies that it felt cluttered and claustrophobic.

You have some neat ideas here and there, and I think you got a bit unlucky with the items you found in your box, but I just can't get over the fact that you didn't even utilize your most interesting gimmick. Real wasted potential, but at least I enjoyed my first playthrough, and there were some easy E-Tanks to collect.


"Abandoned Mine" by Seth Bones
Design: 07/35
Creativity: 03/15
Function: 10/10
Fun: 04/25
Aesthetics: 05/15
Total: 29/100

Yet another level that fails to utilize the gimmicks & enemies in the box in a satisfying manner. The bat enemies are copy pasted in random locations without any sense of threat or theming. They're just there, waiting to move in. But by the time they get within firing range, you're past the obstacle and safe.

The Shield Attackers would constantly ambush the player because you didn't include a position for them to stop and turn, instead letting them just go from one stretch of the screen to the other. The boulder tossing enemies were the only ones that I felt were used effectively in the rooms presented.

As for your two gimmicks, they both appeared once in the stage, and one of them was on an alternate path. Why on earth would you put the dropping rock platforms on an alternate path? They're perfect for a simple platforming challenge & would have made more sense being in the portion of the stage where the seesaw platforms were placed. You also have two different minibosses for each path, when a better idea would have been to incorporate the tank miniboss in a later portion of the stage to give it slightly more length.

Beyond that, the level design was... well, it was boring. The last few rooms had seriously uneven ground that didn't look intentional, it just felt awkward to traverse. The only real plus side was that the Bomb Man fight was fun, but does that come down to you, or does that come down to it being a devkit boss? You need to try and create situations that allow your enemies to shine. If you playtested this level enough, you would have noticed the bats aren't a threat, and perhaps had you placed them closer to the player when entering a room, they might have been more interesting to fight.

Aesthetically, it's just Guts Man's stage. I liked the moon sprite in the background, but that made me wonder if it was day or night, and the aesthetics made it hard to tell. I was just really thrown off by this level, I didn't enjoy it I'm afraid. Very bare-bones, you could certainly do with looking at what other higher ranked levels did, and see how you can incorporate aspects of their design philosophy into your own creations.

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