Dune Factory Blopfush Crush! by ZLDFN101

tw0964s | “Dune Factory Blopfush Crush!” by ZLDFN101 | Beginner-Friendly, Contraption, Clever

Great use of the design pattern of gating the player with a simple task and then escalating. In this level we learn that doors function as DEATH MACHINES. I love it when creators take a clever approach to game mechanics like this. Great use of blopfish on paths to make it challenging because of the varied pace and direction. Good use of terrain and backdrop aesthetically.

Two small recommendations: one the big vacrat got a bit tedious, because the first door would push him back sometimes. Additionally, to open the last ballogs for him also opened his way back. So it took me a number of tried to get him killed.

The other recommendation, and this just personal choice, is it would have been really funny if in the last section the tables were turned and YOU the player had to make your way through timed doors of death. Just some food for thought. Overall, a great design.

Triple Trap Trouble by Sjosz

7n01t80 | “Triple Trap Trouble” by Sjosz | Traps, Quick, Choice

Sjosz has a brilliantly designed level here. He takes the raceway idea and says “But what if it was trying to kill you?”. I love that the user gets a chance to learn the terrain, and that every lap gets increasingly more dangerous. Good use of hidden areas, checkpoints and armor to make the level appealing to a wide variety of levels.

The jem gates were a nice touch. Great use of paths and backdrop for decoration. Overall a simple but challenging and fun level. This one earns the Popdonk Recommends badge!

Ditch Right Easily Steel by Betfsgon125

v059090 | “Ditch Right Easily Steel” by Betfsgon125 | Beginner-Friendly, Quick

This is a nice beginner-friendly level. I appreciate that even with such a simple level, the creator used some backdrop to make it visually appealing. I felt that the flapjacks by the burny whirlers was smart, since I was able to jump on the flapjacks and avoid the whirlers. The level is generous in terms of checkpoints, which is critical for a beginner level.

I have two small recommendations for the future. First, in the future you could put some jems up top in the empty area you have. That would encourage players to explore and make them feel smart for using the giant flapjack to get there. Second, if you are going to make it so players can sneak past a bunch of bosses, consider putting the goal in visual range, so they know they don’t have far to go. Overall a great first level!

Tiny Flingo Race Way by RetrophileTV

v4sd57b | “Tiny Flingo Race Way” by RetrophileTV | Raceway, Simple, Quick

Retro has taken the raceway design and asked “What if we make it….smaller?”. I love seeing inventive takes on a new genre. These sorts of things show that is has some staying power. I think the use of terrain types helps to emphasize the race track. I will admit I was largely button mashing when I played it, but apparently there is a 33% difference between button mashing and the best score. Cool level!

Nope, Delete! by Plus Maito

t0092kg | “Nope, Delete!” by Plus Maito | Puzzling, Complex, Switch-Heavy

Nope, Delete! is unique in that not only is it a single screen puzzle, but that it makes use of platforming challenges in such a confined space. This combination makes it really inventive and thoughtful. I made it about half way before getting myself stuck, but for those of you who are brave enough, definitely give it a try. This is a great level.

Hopeful Infinity by Rain

x8ggc36 | “Hopeful Infinity” by Rain | Package Jump, Casual, Simple

Casual infinity is a well designed level for casual players. It uses backdrop and a variety of tile types to look visually appealing. It makes good use of checkpoints to be forgiving and Jems to encourage a bit of exploration. Having the package plus the regret gates is smart because it shows the player the objective, shows them a way that won’t work, and thus gets their brain working on a valid solution.

The puzzles are appropriate for a casual player, but still require some thought. I really enjoyed the reuse of space and going back through an area that was blocked off by spikes.

My singular piece of advice would, once you have unlocked the tiles, to have hidden areas with larger jems so that some players can get a high score without having to speedrun the level. That will add some replayability and cater to a third audience beyond casual players and speedrunners. Overall, this level earns the Popdonk Recommends badge for great design.

Bomba Do Suco De Maracujoia by Enzonaki

0810l4d | “Bomba Do Suco De Maracujoia” by Enzonaki | Bombs, Simple

This level makes good use of backdrop, checkpoints, jems, signs, and arrows. This very much feels like a daily build because of it’s simplicity, but it doesn’t appear to be one. I really enjoyed the burny whirlers at the beginning signalling “Wrong way!!!” I also appreciated the hidden area with jems. Given the number of challenges and the difficulty, it felt like it was just the right length.

I’m not sure if I have any recommended changes. I found it frustrating and difficult at times, but I’m not sure if there is a good way to change that or make the learning curve smoother. It may simply be a challenging but fun level. Overall, a good design.

Wumble, The Hideous Champion by GooGroker

2pjqs7m | “Wumble, The Hideous Champion” by GooGroker | Chase, Panic Moments, Intense

This level is utterly amazing and you should go play it now. Googroker has made a chase level with some sort of hideous monster built out of hazards are on paths. The monster, the sound effects, everything, it is great. It truly creates the feeling of being chased. This level wholeheartedly earns the Popdonk Recommends badge.

Puzzle Escape” by SleetSdf93

hv935f2 | “Puzzle Escape” by SleetSdf93 | Casual, Puzzling, Switch-Heavy

This is really neat puzzle level. It had me thinking quite a bit despite being so short. I loved the use of moving platforms and having to think through where you crate or package would end up. I could totally see a sequel that escalates in difficulty. I also enjoyed the hidden jem, and the heart build out of terrain.

I only have two small recommendations. First, make launcher intro shorter, or make it feel like there is more of a reason it is there. For example, maybe we brake out of jail cell or get dropped into it, and now we have to break out of this puzzle trap.

Second, I would use more variety in terrain and backdrop to make it feel more cohesive. I think it had that, it would get the Popdonk Recommends badge. I can’t wait to see what SleetSdf93 builds next!

Colossal Jem Gauntlet by BrambleGaming

jh5fcxd | “Colossal Jem Gauntlet” by BrambleGaming | Intense, Long, Well-Paced

I suspect there is a reason that this level is still unbeaten at the time of this writing. It certainly deserves the tags of long and intense.

The first section is a mad dash, but make sure you push through it, because after that there are some checkpoints you can use. Watching the jem gates go down like some sort of count down timer is quite a bit of fun.

Gotta get them all

I don’t know if I’ll ever beat, it but this level has a lot of variety and is a fun testament to jem hunting. The biggest issue is there were a couple of places I got myself locked out, which was frustrating. The first was when I hit one switch and locked myself out of the normal route on the left, having to start over.

Ah, take a left at the checkpoint. Let me find my map.

The other time was when I missed this ooooone jem. The gate opened, so I thought I didn’t need to get all of them.

Nooooo

As a result, I got stuck with Tiptow a bit later in the level and had to start all over.

Where did I put that jem?

That all being said, this is an ambitious design, and the creator makes good re-use of the space. If you like intense, precise levels, you will love this one.