w8x8z7c | “Climb Leaf Tower, GR-18…” by Rain | Panic Moments, Intense, Long
I really like how this level creates challenge with just the starting blocks, but is generous enough with checkpoints to make it achievable. I am excited to see what the creator does with the constraints of the daily build!
There is a good variety in terrain types and backdrop. The puzzles are straightforward, although the flapjacks falling on you can be funny and challenging sometimes. Also, twice I jumped on one and got stuck in his cage.
The creator makes good use of building sections, and has a bit of escalating difficulty, which is great. My one recommendation is slightly better pacing, which is hard to put into words.The different rooms didn’t always feel like they had a clear vibe or goal, and the challenges didn’t always feel like they clearly escalated in challenge. So, a sequel has some potential for a little bit more flow.
That being said, great level overall. Challenging and fun to beat.
Really brilliant idea for implementing a chase level without paths or an autoscroller by requiring the player to sprint to make certain jumps. I really appreciated the jems to help with the jump timing, those were a huge help. I like the variety of the terrain and challenges and the mild puzzling. The hidden prize blocks were funny without being too trolly, which is a hard line to follow. The timing with the burny whirlers makes the player feel accomplished, which is great as well.
Three small changes would have earned this level the Popdonk Recommends badge. First, some use of backdrop to signal how much thought you clearly put into this level and to improve the aesthetic a smidge. Second, checkpoints, checkpoints, checkpoints. A few strategic checkpoints would have opened up this level to a wider variety of skill levels.
Lastly, I love the little jem area you have at the start. More opportunities for more jems or bigger jems would allow for players to get a top score without beating the speedrun time. This would also open up the level to a wider variety of players.
That all being said, for a first level, this is amazingly well done. I look forward to whatever you make next.
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.
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.
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.
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.
As a result, I got stuck with Tiptow a bit later in the level and had to start all over.
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.
nhkk1zt | “Find Fall Fail” by Zivix @ex37qy | Intense, Precarious, Simple
Normally out of principle, I don’t review 5 diamond levels because I can’t beat enough of them to give a fair review. But here I’m making an exception. Go play this level. It took the weird options given in the daily build and made something beautiful. This level is basically an intense challenge consisting of lock witches, blopfish and hidden prize blocks. The checkpoints are generous….if you can reach them. Really really creative work.
6vjszc2 | “Jungle And Cave” by Ant @k1bhyn | Quick, Intense, Panic Moments
Overall well designed level. The little trees looked really cool. You have a nice variety of challenges: box puzzle, package jump, missile avoidance and golden keys. I really like the little puzzle with the missile timing because of the staggered walls that causes them to go off sync. That was really cool.
The only change I would consider, and this is a matter of personal preference, would to be more forgiving with checkpoints. I’m bad at package jump panic, so even though it was short I died a few times on the spikes. I actually had to switch to using the dpad to get enough precision. And then your one checkpoint only has 3 lives. I cycled through that budd-e twice and then just gave up in frustrating. If he had infinite lives or 12 lives, I might have tried harder and pushed through
Overall fun level and it’s great to see you improving. I really like how you made it feel like a coherent world with smooth transitions. Makes it appealing and signals quality and effort on your part. Good job.