May 24, 2018 at 9:35 PM
Join Date: Feb 2, 2013
Location: Canada
Posts: 620
Age: 29
Pronouns: she/her
So I've finally gone through and played all of the levels in this contest, at least a little bit, to some extent. I must say that there was a really nice variety overall in terms of the gameplay and approach to making "Cave Story levels" as a whole. In fact, voting for my favourite level is going to be quite tough! Here's my feedback (note I only kinda skimmed through everyone else's comments, so I'm sorry if I'm pointing out things that have already been pointed out before).
When it comes to voting, I think it boils down to: which of these levels felt like I was actually playing levels rather than just a mini mod? Personally, my top two picks are The Challenge Pyramid and Introspection. I really wish I could vote for both of them, but sadly, I can only pick one. Seasons' well-integrated variety of gameplay, narration and progression really appealed to me, though I love the overall concept of The Challenge Pyramid - levels changing based on what you choose. It's a tough vote, and I may have partial regrets on whichever I pick. In the end, I couldn't ignore the level that had custom music and designed levels around particular weapons and boosts.
I started with The Challenge Pyramid, which was a great, straightforward approach to the whole level concept. What really stood out to me was this level's amount of replayability. You choose from three different weapons, two different types of boosts and then you can have a completely changed experience the next time you play. I'll admit, I was a bit too excited to get right into this one and just said yes to the first question, so I went with just the shotgun and horizontal boost. Although there were some frustrations (shotgun boost + horizontal boost magic), the difficulty for those levels felt pretty reasonable and when I was reaching my limit, I managed to conquer the pyramid, I mean trapezoid.
When Dunc was streaming, yes, I did see that there were issues in terms of balancing, especially with the Blade/Sword and those Labyrinth enemies taking a huge chunk out of the health. Not to mention the lock with the water... Regardless, another aspect I realized I like about The Challenge Pyramid is that it's designed with each of the weapons and boosts it includes in mind, so in a sense, all the weapons and boosts in that level have their utilization taken into account. Granted, I have yet to play the level again in order to experience the frustration of the levels with the other weapons.
I appreciated the use of custom music, and I think the tracks were chosen appropriately for where they were played. It would have been cool to hear different stage music for each level, though that would probably be crazy and unnecessarily time consuming to implement. The aesthetics of the level were pleasing to look at, and it was a good idea to use the beta tiles for a more "fresh"er look while still meshing well with the regular Cave Story enemy sprites.
When Dunc was streaming, yes, I did see that there were issues in terms of balancing, especially with the Blade/Sword and those Labyrinth enemies taking a huge chunk out of the health. Not to mention the lock with the water... Regardless, another aspect I realized I like about The Challenge Pyramid is that it's designed with each of the weapons and boosts it includes in mind, so in a sense, all the weapons and boosts in that level have their utilization taken into account. Granted, I have yet to play the level again in order to experience the frustration of the levels with the other weapons.
I appreciated the use of custom music, and I think the tracks were chosen appropriately for where they were played. It would have been cool to hear different stage music for each level, though that would probably be crazy and unnecessarily time consuming to implement. The aesthetics of the level were pleasing to look at, and it was a good idea to use the beta tiles for a more "fresh"er look while still meshing well with the regular Cave Story enemy sprites.
I'll admit, I did not get very far in this level at all. I ended up hopping into Dunc's stream when I was an hour into this, wandering the white walls of that maze. In a sense...I'm quite glad that I didn't end up playing this one fully myself because I probably would have taken triple the amount of time it took for Dunc to beat that level. And I think he was in that one for like, two hours? I could have not done that in one sitting. I don't even think I beat my favourite levels in one sitting.
You know, there are some things I did enjoy about the mod. It does have the most variation in the ORGs it used. Some of them seemed kind of random in their choices, but overall, it was a good selection and mix of Cave Story originals along with the custom stuff. I noticed there was some story in the stream that kind of intrigued me, along with an interesting variation in stage aesthetics. Collectively, the level was very big, and I think that was the crux of the problems I had with it. I was no longer invested when I was still meandering in the white area, and that was the first out of many huge stages. That first part alone already felt too big to be just a "level".
This can definitely function as a standalone mod, but for a level contest, it just doesn't really work. Perhaps I'm just mulling over semantics here, but aside from its use of custom music and watching other people play Inseimer's Odyssey, I cannot say that I really enjoyed it for how it was intended to be enjoyed.
You know, there are some things I did enjoy about the mod. It does have the most variation in the ORGs it used. Some of them seemed kind of random in their choices, but overall, it was a good selection and mix of Cave Story originals along with the custom stuff. I noticed there was some story in the stream that kind of intrigued me, along with an interesting variation in stage aesthetics. Collectively, the level was very big, and I think that was the crux of the problems I had with it. I was no longer invested when I was still meandering in the white area, and that was the first out of many huge stages. That first part alone already felt too big to be just a "level".
This can definitely function as a standalone mod, but for a level contest, it just doesn't really work. Perhaps I'm just mulling over semantics here, but aside from its use of custom music and watching other people play Inseimer's Odyssey, I cannot say that I really enjoyed it for how it was intended to be enjoyed.
I completely missed this on the stream, and went into this one blind. I gotta say, I was pleasantly surprised. This, along with The Challenge Pyramid, felt the most like I was playing "levels" rather than "a mod". The whole tie-in with dreams to the gameplay was well integrated and I was impressed with how many different things you were required to do in each level and yet still feel like a cohesive sort of entry overall. Man, that narrow passageway with the ghost that chases you...I was like, freaking out but in a good way. Took me a bit to figure out that I didn't need to be super unnecessary with my platforming and just hold down the right arrow key. And I enjoyed the puzzle parts; they were a very interesting implementation.
While custom ORGs would have allowed for a more distinctive playing experience, the ORGs chosen from the original Cave Story soundtrack were well suited for the situations they played in. The only gripe I had with the audio choices was the use of "Access". I get how the theme connects to the gameplay/narration for the levels it is used in, and it does fit, but hearing a ~15 second loop for like, three levels in a row really gets grating on the ears, especially when a good chunk of these levels are puzzle or concentration based. Generally, it is more ideal to have tracks with a more variety in their musical content as the player will most likely pay attention to the music more as they focus on trying to figure out the puzzles.
Another aspect of Introspection that I found frustrating was the boss fights. I do think they were well paced, and there's even some interesting elements that add a fun challenge to familiar boss battles from the original Cave Story. But a number of these boss battles, they felt a bit "deceptive" to me in their progress. An example I can think of is in that house with the purple triad. I love the idea of having small rooms and each of them spawning their own little set of enemies that you have to defeat in order to progress. When I reached the boss stage, however, I had to drain the boss' health metre, but then I have to keep shooting at the bone-tossing boss even after its health metre is gone and it just...didn't make any sense to me why the boss couldn't just be defeated once the health metre gets depleted. Sure the fight kind of changes up once you deplete the health metre, what with the fire being shot in your general direction and whatnot, but I dunno, a second health metre perhaps or if possible, making the boss' health metre go down slower and then halfway through the metre being drained, start to introduce the white fire?
Betr-U's fight I also had similar feelings about, but at least this one had two health metres for each "instance" of fighting. The first few attempts, I thought of activating the platforms to grab missiles for extra XP and health, but to do that on top of having to dodge a Rolling AND Betr-U's machine gun bullets was simply not worth it. Ultimately, I won this battle by using the shot gun and just not activating any missiles at all.
My feelings on these two particular boss fights overall was that when the boss "refills its health" or still remains fighting even after the health metre is depleted came across more like an unnecessary extension and that the level just kind of stopped dead so it could be "a bit longer" than it needed to be.
Lastly, I love this idea of weapons breaking down as you're fighting enemies in the final gauntlet, but with the current setup, it basically forces the player to use the shotgun solely, and even when the enemies just give you XP, you level it up extremely slowly and it just makes it more of a pain to go through the stages with a weapon that reloads at a pitiful rate. I feel like that part is specifically trying to set you up to use a specific weapon per stage, and gameplay wise, it would have made more sense to have only that specific weapon per "wave" rather than getting all the weapons and then force-equipping the player to use a specific weapon per wave? (I noticed that the level automatically chose the blade/sword type weapon in the second stage even though I had only stuck with the shotgun beforehand.) Maybe that's too complicated to do, but at least it shown more clearly that each "wave" of the final gauntlet was meant to use a specific type of weapon.
Despite my complaints, I truly did enjoy this entry, and I'd say that my personal experience playing it was more positive than negative. It was also one of the few entries where I was able to pick it up and complete independently, and was quite "player-friendly", at lack of better words. You did a really good job with this one, Seasons.
While custom ORGs would have allowed for a more distinctive playing experience, the ORGs chosen from the original Cave Story soundtrack were well suited for the situations they played in. The only gripe I had with the audio choices was the use of "Access". I get how the theme connects to the gameplay/narration for the levels it is used in, and it does fit, but hearing a ~15 second loop for like, three levels in a row really gets grating on the ears, especially when a good chunk of these levels are puzzle or concentration based. Generally, it is more ideal to have tracks with a more variety in their musical content as the player will most likely pay attention to the music more as they focus on trying to figure out the puzzles.
Another aspect of Introspection that I found frustrating was the boss fights. I do think they were well paced, and there's even some interesting elements that add a fun challenge to familiar boss battles from the original Cave Story. But a number of these boss battles, they felt a bit "deceptive" to me in their progress. An example I can think of is in that house with the purple triad. I love the idea of having small rooms and each of them spawning their own little set of enemies that you have to defeat in order to progress. When I reached the boss stage, however, I had to drain the boss' health metre, but then I have to keep shooting at the bone-tossing boss even after its health metre is gone and it just...didn't make any sense to me why the boss couldn't just be defeated once the health metre gets depleted. Sure the fight kind of changes up once you deplete the health metre, what with the fire being shot in your general direction and whatnot, but I dunno, a second health metre perhaps or if possible, making the boss' health metre go down slower and then halfway through the metre being drained, start to introduce the white fire?
Betr-U's fight I also had similar feelings about, but at least this one had two health metres for each "instance" of fighting. The first few attempts, I thought of activating the platforms to grab missiles for extra XP and health, but to do that on top of having to dodge a Rolling AND Betr-U's machine gun bullets was simply not worth it. Ultimately, I won this battle by using the shot gun and just not activating any missiles at all.
My feelings on these two particular boss fights overall was that when the boss "refills its health" or still remains fighting even after the health metre is depleted came across more like an unnecessary extension and that the level just kind of stopped dead so it could be "a bit longer" than it needed to be.
Lastly, I love this idea of weapons breaking down as you're fighting enemies in the final gauntlet, but with the current setup, it basically forces the player to use the shotgun solely, and even when the enemies just give you XP, you level it up extremely slowly and it just makes it more of a pain to go through the stages with a weapon that reloads at a pitiful rate. I feel like that part is specifically trying to set you up to use a specific weapon per stage, and gameplay wise, it would have made more sense to have only that specific weapon per "wave" rather than getting all the weapons and then force-equipping the player to use a specific weapon per wave? (I noticed that the level automatically chose the blade/sword type weapon in the second stage even though I had only stuck with the shotgun beforehand.) Maybe that's too complicated to do, but at least it shown more clearly that each "wave" of the final gauntlet was meant to use a specific type of weapon.
Despite my complaints, I truly did enjoy this entry, and I'd say that my personal experience playing it was more positive than negative. It was also one of the few entries where I was able to pick it up and complete independently, and was quite "player-friendly", at lack of better words. You did a really good job with this one, Seasons.
This level had my favourite aesthetics out of all the entries. Those cutscene images at the beginning were nicely designed. And I really loved the idea of exploring two different dimensions/worlds and having mechanics that influence these two worlds. Overall, the mood was fantastic - those backgrounds with those custom ORGS paired so wonderfully. Gosh I love the atmosphere of the Ama ORG and the square-like waves of the Chrono Trigger one. I also liked how the two dimensions were distinct yet still maintain a sense of cohesiveness.
Even though I wasn't really mad at the level, there was something about the minimal style that was overall super confusing and I feel like if I hadn't watched Dunc's stream from before, I probably would have not known to interact with the crystals or even how any of the puzzles worked. The part with the red crystal where you had to shoot it was not made clear at all. I actually kind of forgot about seeing it on Dunc's stream, but without it, I imagine I wouldn't have gotten very far.
Seasons also caught this, but I did get spawned behind tiles quite frequently when doing the red crystal puzzles, along with what apparently was a critter hiding behind some of the solid tiles?
Anyways, that boss fight at the end was the most impressive aspect about the level. There were some interesting elements at play, what with having to make it to the boss soon after the critters spawn before a barrier gets closed on you. A particular detail I liked was how the music seemed to be cued such that when it got to the more "intense" part, that was when the boss started. It was like I could get a sense first that something "big" was going to happen, and I got all hyped up for the boss battle because of it.
It appears as though there are multiple endings to this level. The one I got had the boss still alive at the end when I went to collect the Energy Element.
Overall, The Raven had pretty backgrounds and music, nice variety of puzzles but perhaps a tad unintuitive for the casual player to be fully immersed in. I dunno, maybe it was just me not being good at figuring out the mechanics. But it was all worth it to experience that final boss battle.
Even though I wasn't really mad at the level, there was something about the minimal style that was overall super confusing and I feel like if I hadn't watched Dunc's stream from before, I probably would have not known to interact with the crystals or even how any of the puzzles worked. The part with the red crystal where you had to shoot it was not made clear at all. I actually kind of forgot about seeing it on Dunc's stream, but without it, I imagine I wouldn't have gotten very far.
Seasons also caught this, but I did get spawned behind tiles quite frequently when doing the red crystal puzzles, along with what apparently was a critter hiding behind some of the solid tiles?
Anyways, that boss fight at the end was the most impressive aspect about the level. There were some interesting elements at play, what with having to make it to the boss soon after the critters spawn before a barrier gets closed on you. A particular detail I liked was how the music seemed to be cued such that when it got to the more "intense" part, that was when the boss started. It was like I could get a sense first that something "big" was going to happen, and I got all hyped up for the boss battle because of it.
It appears as though there are multiple endings to this level. The one I got had the boss still alive at the end when I went to collect the Energy Element.
Overall, The Raven had pretty backgrounds and music, nice variety of puzzles but perhaps a tad unintuitive for the casual player to be fully immersed in. I dunno, maybe it was just me not being good at figuring out the mechanics. But it was all worth it to experience that final boss battle.
Out of all the levels, this was the one I was the most nervous to play, so I saved it for last. When I did finally play it, however, it was utter madness, but it was the fun kind of insanity. In that first chapter, everything is just so overly powered, from the player possessing over 100 HP to some of the enemies having insane amounts of health, to you being able to jump insane heights...even the tiling looked insane at times. Surprisingly, it all worked for me. Despite the fact that only Cave Story original graphics were being used, I was interested in the action and what was going on the entire time.
Well...that was, until the bugs kicked in. Granted, I walked out of that first chapter with only 6 HP left, so I don't think I would have made it far regardless. The first time I played the level, the crows chased me off the map and I ended up back in the main hub area. When I re-entered the teleporter to play the level again, however, my sprite started becoming invisible a good portion of the time and this made it difficult to engage in the action. Not to mention the part with the crazy dancing Mimiga and Curly at the cliff...Quote was completely invisible save for his gun and maybe his pants? I couldn't tell where he was and fell off the cliff after talking to Curly...I drowned in the air. But when the game reset, I ended up at the very start of the MAGCSL mod, with all my progress wiped clean. That was kind of a downer, but I'm not sure if it saved...I did make a copy of my save before going into Cursed Lands, however, so maybe I'll go back to it later.
By the way, the part where you fall into the well and then you rise out of it into a changed scene - that was a cool transition. I really liked that particular detail.
After that death, I decided to just watch X-Calibur's playthrough instead. It seems like I did reach kind of the end, with just a bonus map to explore afterwards. I liked the use of "White" as an area theme - I don't really hear it used like that, and it fit with the map you put it in. I love how expansive the areas were to compensate for the jump height. Overall, that last map seemed to be a pleasant (minus the enemies ) experience, and a nice way to tie off the level.
Aside from the obvious bugs and perhaps lack of polish (which, I dunno, kind of worked in this level's favour?), the other major issue that popped out at me was just how the majority of the weapons in the level seemed useless. I pretty much just played the level with the Spur, which seemed to be the most ideal way to approach the enemies, given that most of them have insane amounts of health and don't always give you XP or hearts, etc. If all the weapons are going to be included, I would have liked to see more situations where they could be utilized better. As of now, I can't imagine a "use this weapon only" challenge working properly for the level's current setup.
Even though the level relies heavily on using Cave Story original elements - graphics, referencing quotes, music, it still managed to keep my interest. I got a little too irritated by the whole clean reset issue, but so long as I didn't save, I'm guessing that it wasn't the hugest deal. I do think that the "Cave Story chaos" insanity is this level's biggest appeal.
Well...that was, until the bugs kicked in. Granted, I walked out of that first chapter with only 6 HP left, so I don't think I would have made it far regardless. The first time I played the level, the crows chased me off the map and I ended up back in the main hub area. When I re-entered the teleporter to play the level again, however, my sprite started becoming invisible a good portion of the time and this made it difficult to engage in the action. Not to mention the part with the crazy dancing Mimiga and Curly at the cliff...Quote was completely invisible save for his gun and maybe his pants? I couldn't tell where he was and fell off the cliff after talking to Curly...I drowned in the air. But when the game reset, I ended up at the very start of the MAGCSL mod, with all my progress wiped clean. That was kind of a downer, but I'm not sure if it saved...I did make a copy of my save before going into Cursed Lands, however, so maybe I'll go back to it later.
By the way, the part where you fall into the well and then you rise out of it into a changed scene - that was a cool transition. I really liked that particular detail.
After that death, I decided to just watch X-Calibur's playthrough instead. It seems like I did reach kind of the end, with just a bonus map to explore afterwards. I liked the use of "White" as an area theme - I don't really hear it used like that, and it fit with the map you put it in. I love how expansive the areas were to compensate for the jump height. Overall, that last map seemed to be a pleasant (minus the enemies ) experience, and a nice way to tie off the level.
Aside from the obvious bugs and perhaps lack of polish (which, I dunno, kind of worked in this level's favour?), the other major issue that popped out at me was just how the majority of the weapons in the level seemed useless. I pretty much just played the level with the Spur, which seemed to be the most ideal way to approach the enemies, given that most of them have insane amounts of health and don't always give you XP or hearts, etc. If all the weapons are going to be included, I would have liked to see more situations where they could be utilized better. As of now, I can't imagine a "use this weapon only" challenge working properly for the level's current setup.
Even though the level relies heavily on using Cave Story original elements - graphics, referencing quotes, music, it still managed to keep my interest. I got a little too irritated by the whole clean reset issue, but so long as I didn't save, I'm guessing that it wasn't the hugest deal. I do think that the "Cave Story chaos" insanity is this level's biggest appeal.
When it comes to voting, I think it boils down to: which of these levels felt like I was actually playing levels rather than just a mini mod? Personally, my top two picks are The Challenge Pyramid and Introspection. I really wish I could vote for both of them, but sadly, I can only pick one. Seasons' well-integrated variety of gameplay, narration and progression really appealed to me, though I love the overall concept of The Challenge Pyramid - levels changing based on what you choose. It's a tough vote, and I may have partial regrets on whichever I pick. In the end, I couldn't ignore the level that had custom music and designed levels around particular weapons and boosts.