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TheNecromancer
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Fuck It Review
author=Corfaisus
I'm also a bit surprised that you'd make the assertion that only reviews that give a good score are somehow "successful".
I never made that point.
Fascinating Shit
That article didn't really offer any great insight. I was waiting for the moment it tied everything together and revealed some great truth about game design. It just said things I already knew.
but I can see how it would be helpful for new developers if they didn't figure out that stuff on their own
but I can see how it would be helpful for new developers if they didn't figure out that stuff on their own
Fuck It Review
Why does a review always have to go into specific detail on what needs improvement?
It's not the review writer's job to go around fixing games, it's to tell us their opinion of the game. Which is exactly what Carvonica has done. It's nice when a reviewer goes into heavy detail but it shouldn't be expected. If this was posted as a comment on the gamepage then it wouldn't serve as a gauge for the rest of us. Making it a review gives the game some stars and puts it on the map. That's part of the reason the site needs more reviews. Someone finding the gamepage probably won't read through 12 pages of comments to see if anybody else likes it - "oh look, 4 stars. It's probably a good game" - mission accomplished.
It's not surprising that Corfaisus is the first one to comment, trying to make up something wrong with a positive review. It's clear you don't understand the point of a review with comments like that.
It's kind of silly for anyone to even suggest this is a bad review in any way. It lets us know there are many things done right and it's worth playing. That's a successful review.
It's not the review writer's job to go around fixing games, it's to tell us their opinion of the game. Which is exactly what Carvonica has done. It's nice when a reviewer goes into heavy detail but it shouldn't be expected. If this was posted as a comment on the gamepage then it wouldn't serve as a gauge for the rest of us. Making it a review gives the game some stars and puts it on the map. That's part of the reason the site needs more reviews. Someone finding the gamepage probably won't read through 12 pages of comments to see if anybody else likes it - "oh look, 4 stars. It's probably a good game" - mission accomplished.
It's not surprising that Corfaisus is the first one to comment, trying to make up something wrong with a positive review. It's clear you don't understand the point of a review with comments like that.
It's kind of silly for anyone to even suggest this is a bad review in any way. It lets us know there are many things done right and it's worth playing. That's a successful review.
Super RMN Bros. 2
Just uploaded my final level: 123 (I still have a week to come up with actual names for my levels)
Difficulty is low but varies with each path.
I found the ceiling for filesize of the .lvl files, it's 1,400KB. I crammed large amounts into this one level. 54 layers and 56 events. It's got 6 distinct parts. Your given a choice of 3 paths, 2 times, and each of the first 3 paths have multiple configurations. So you have to play it several times to see the entire level. It's got some ripped mario 1 sprites and the classic Mario sprites I edited myself(which are incomplete). Some of the parts are bare and have no enemies, I did this on purpose in some spots to decrease the chance of losing a power up in a crucial area(like when you need to fly to move on) plus I wanted to keep it fun and leisurely.
Difficulty is low but varies with each path.
I found the ceiling for filesize of the .lvl files, it's 1,400KB. I crammed large amounts into this one level. 54 layers and 56 events. It's got 6 distinct parts. Your given a choice of 3 paths, 2 times, and each of the first 3 paths have multiple configurations. So you have to play it several times to see the entire level. It's got some ripped mario 1 sprites and the classic Mario sprites I edited myself(which are incomplete). Some of the parts are bare and have no enemies, I did this on purpose in some spots to decrease the chance of losing a power up in a crucial area(like when you need to fly to move on) plus I wanted to keep it fun and leisurely.
Super RMN Bros. 2
Super RMN Bros. 2
author=Dudesoft
Huh. Totally forgot about this! Guess I'll just post what I got and hope for the best.
You got another week, eh?
Chrono Trigger Review
Nobody wants you to be a reviewer. Your not very good at it.
It wasn't discussion that followed your last review, it was just backlash at your crude manner of delivering criticism.
It wasn't discussion that followed your last review, it was just backlash at your crude manner of delivering criticism.
Super RMN Bros. 2
author=ShortStar
... slow down the frame rate greatly...
... Frame rate is a giant issue...
I had no issues with lag on any of those levels. It's true that some people won't have the best PC and NPC's should not be used too much to ensure smooth playing for all, but most of the levels seem to have an acceptable amount.
Super RMN Bros. 2
Ancient Fortress - The first part is ok but the inconsistent graphics needs to be fixed. Choose one or 2 types of floor and stick with them. However, you do a slow decending platform that would take ages. This level fails.
Ancient Ruins - It's a good concept in the first room, it could use a tad less text. The spiderwebs seemed out of place. The only reason I have a problem with the hardness right from the start is that you don't give any good power ups to help get you through. A leaf would be good because you have lots of pits and the platforms are small(enemies,pipes...). Putting a poison mushroom in a place like that is not a good idea. Oh, it's not even the only one. This is too hard, it would just frustrate many players. You put impossible to dodge obstacles of death in hallways with no room to navigate. Then there's all the open floor pits with small pinpoint jumps. The only good part was the use of rising platforms. I couldn't get past the firebars after the checkpoint with just 1 mushroom so I gave up.
Aquatic Fortress - Much better. It's long though. I'd cut some from either the part before the boss or during it. It's a long boss fight.
Bowser's Desert - Too short. Not as bad as you other levels. Lego blocks and sand don't go together. Too much quicksand and way too many green boxes to lay down quicksand.
Firing Range - Cool concept. It was fun but the level design could use some spice. This level is fun with a hammer bros suit and tanooki suit.
Flying Block Fun - Better.
Hell's Mansion - Seems better than I remember the last one being. It needs more powerups in the first half and there's an odd mix of enemies. The dinosaurs and ninja guys don't belong.
Luigi's Warehouse - Good concept but it's too large and confusing. After more than 5 minutes exploring I got tired of not knowing which way to go. After looking at the editor I only actually saw half the level. Too big.
Nocturnal Ruins - This is so needlessly long. Gives way too many 1ups. The rooms and the graphics are inconsistent. All your levels are like that. This one is long and boring and you don't really do anything except fight the mouse.
Rotten Ruins - I died on the last one before the checkpoint and had to do all of that over again. That's pretty rotten. It's a cool concept but it's long and tedious, add in deaths and I can see this being a real pain in the ass level. Some of the sections were a bit on the boring side. The moving spike ceiling comes to mind. Best part was the layers making stairs, that was cool. You have the checkpoint in the door furthest to the right so if I them in the order they are presented to me, I hit the checkpoint when I'm 95% done the level. The bomb part that follows I didn't care for. You should split the entire level into 2 parts, forcing the player to do the first 2 doors before going in the first pipe, and that pipe takes you to a checkpoint room, which then takes you to the other side of the star room. That way the checkpoint has meaning and you don't get fucked over if you die.
Skull Lake - Inconsistency at it's best...or worst? There are a few good ideas, like the rising skulls. You didn't block off the ceiling so I could swim above the entire level. It felt really short, cluttered, and crammed into a tiny space. It is, however, better than the majority of your levels.
Toadstool Palace - Oops, you forgot to scrap this terrible level.
Tower of Pain - Wow.....wow.......Ok, epic picture climb. I assume you made that whole thing yourself? I wonder if the death rape part will be allowed xD Awesome finisher too. This level is probably impossible to beat though. The only reason I made it all the way through is because I put God Mode on. Unless your feeding the player constant power ups, this won't really work. It's really long too and full of things that come out of nowhere to kill you. There are many spots where your funneled into a hallway and thrown lots of traps. This needs to be toned down A LOT because it most definitely should be in the final game. As the elevator is going up you want to watch the artwork but can't because your always confronted with an attack. The last room is much too hard and if you hit too many blocks you will die. Did I see 2 checkpoints? You can only have 1.
Underwater World Tour - It was ok. The middle section was a little weird. I don't know if I like the choice of pink pipe to line the paths. Just didn't seem right. I was able to swim over the top of this section. Underwater is slow movement and there were many dead-ends and backtracking. The whole thing felt slow.
Ancient Ruins - It's a good concept in the first room, it could use a tad less text. The spiderwebs seemed out of place. The only reason I have a problem with the hardness right from the start is that you don't give any good power ups to help get you through. A leaf would be good because you have lots of pits and the platforms are small(enemies,pipes...). Putting a poison mushroom in a place like that is not a good idea. Oh, it's not even the only one. This is too hard, it would just frustrate many players. You put impossible to dodge obstacles of death in hallways with no room to navigate. Then there's all the open floor pits with small pinpoint jumps. The only good part was the use of rising platforms. I couldn't get past the firebars after the checkpoint with just 1 mushroom so I gave up.
Aquatic Fortress - Much better. It's long though. I'd cut some from either the part before the boss or during it. It's a long boss fight.
Bowser's Desert - Too short. Not as bad as you other levels. Lego blocks and sand don't go together. Too much quicksand and way too many green boxes to lay down quicksand.
Firing Range - Cool concept. It was fun but the level design could use some spice. This level is fun with a hammer bros suit and tanooki suit.
Flying Block Fun - Better.
Hell's Mansion - Seems better than I remember the last one being. It needs more powerups in the first half and there's an odd mix of enemies. The dinosaurs and ninja guys don't belong.
Luigi's Warehouse - Good concept but it's too large and confusing. After more than 5 minutes exploring I got tired of not knowing which way to go. After looking at the editor I only actually saw half the level. Too big.
Nocturnal Ruins - This is so needlessly long. Gives way too many 1ups. The rooms and the graphics are inconsistent. All your levels are like that. This one is long and boring and you don't really do anything except fight the mouse.
Rotten Ruins - I died on the last one before the checkpoint and had to do all of that over again. That's pretty rotten. It's a cool concept but it's long and tedious, add in deaths and I can see this being a real pain in the ass level. Some of the sections were a bit on the boring side. The moving spike ceiling comes to mind. Best part was the layers making stairs, that was cool. You have the checkpoint in the door furthest to the right so if I them in the order they are presented to me, I hit the checkpoint when I'm 95% done the level. The bomb part that follows I didn't care for. You should split the entire level into 2 parts, forcing the player to do the first 2 doors before going in the first pipe, and that pipe takes you to a checkpoint room, which then takes you to the other side of the star room. That way the checkpoint has meaning and you don't get fucked over if you die.
Skull Lake - Inconsistency at it's best...or worst? There are a few good ideas, like the rising skulls. You didn't block off the ceiling so I could swim above the entire level. It felt really short, cluttered, and crammed into a tiny space. It is, however, better than the majority of your levels.
Toadstool Palace - Oops, you forgot to scrap this terrible level.
Tower of Pain - Wow.....wow.......Ok, epic picture climb. I assume you made that whole thing yourself? I wonder if the death rape part will be allowed xD Awesome finisher too. This level is probably impossible to beat though. The only reason I made it all the way through is because I put God Mode on. Unless your feeding the player constant power ups, this won't really work. It's really long too and full of things that come out of nowhere to kill you. There are many spots where your funneled into a hallway and thrown lots of traps. This needs to be toned down A LOT because it most definitely should be in the final game. As the elevator is going up you want to watch the artwork but can't because your always confronted with an attack. The last room is much too hard and if you hit too many blocks you will die. Did I see 2 checkpoints? You can only have 1.
Underwater World Tour - It was ok. The middle section was a little weird. I don't know if I like the choice of pink pipe to line the paths. Just didn't seem right. I was able to swim over the top of this section. Underwater is slow movement and there were many dead-ends and backtracking. The whole thing felt slow.
Super RMN Bros. 2
Who is ExKirby and why should he coordinate anything? There is surely someone else who deserves that job more. Id rather participate in something run by a person who has proven they have a good design sense to put these levels together in an attractive fashion.
I slacked off in my sprite editing and havn't touched SMBX in days. I'm glad it got pushed back.
I made the final changes to one of my existing levels. 1dash1
Its about time Davenport removed all those horrid levels.
*edit: It's not the 13th, it got pushed back.
I slacked off in my sprite editing and havn't touched SMBX in days. I'm glad it got pushed back.
I made the final changes to one of my existing levels. 1dash1
Its about time Davenport removed all those horrid levels.
*edit: It's not the 13th, it got pushed back.













