### Entry 01 - Skylight ### Design: 10/20 Aside from the visual, I found the level to be a bit empty. Not bad, since it focuses in platforming in the leaves, but could have a bit more of enemy variety. The difficulty of the level comes from the interaction of the falling leaves, the jankiness is annoying, but nothing gamebreaking. Very easy to understand. Overall, nice fun level, albeit a bit frustrating, since some sections near the end don't give me enough time to think and the "day passing" effect and spotlight distracts the player a little bit. Creativity: 15/20 Really nice job. You combined two different definitions of light (weight and the physic phenomenon). The feathers on the level were a nice touch. The darkening of the scenary as the day pass by was a very visual concept, but mechanically, it felt like a normal platforming level. Aesthetics: 10/10 Nothing to complain. The best part of the level. The background and foreground are beautiful, but what stands out for me is the color trick used in the stage. The spotlight appearing and then, the sky fading, like a cycle of day to night, it was a gorgeous spectacle. It has even some nice parallax scrolling in the clouds. Superb job. Overall Score: 35/50 ### Entry 02 - The Cheap Lamp ### Design: 5/20 The idea is neat. Having to constantly race so Mario doesn't get lost in the pipelines. Very clever use of ON-OFF, too. Sadly, the level design felt extremely punishing. It's very easy to die because of how tight and precise some setups are. The level doesn't let the player breathe enough. I feel like "hey, nice mechani- whoa, I got hit by an enemy already?". While the first half is doable, although, unnecessarily tight, I found the second section to be unpleasant. The first thing about climbing the vine is how is hard to avoid the first thwimp without damage boosting. Then, the player has to avoid thwomps, while avoiding a chasing thwomp and the light must be on so the player can proceed. It's a lot for the player to do and demands too much reaction. The last section felt very kaizo-ish, demanding quick reflexes to reach the end. I liked the ideia, but the level itself felt unfair and punishing. Creativity: 10/20 Neat idea. Sadly, the level design doesn't complement it too well. But I liked the concept of "getting lost in pipes because it's dark" and the energy mechanic. Aesthetics : 6/10 They work fine and do a decent job of not distracting the player. It's a bit basic and simple, but I like the use of the beta graphics from SMW. Overall Score: 21/50 ### Entry 03 - Cosmic Jumps ### Design: 19/20 This level felt great to play. The mechanics are easy to understand since the start. Mario being light requires learning how control his jump, and the level flows very well. Each setup is fun to play. Although sometimes it requires a different timing and can be a bit inconsistent, most of the time, you have plenty enough time to react to each challenge. The retry is a very welcome addition, making this level a pleasant experience and a blast to play. Creativity: 18/20 The aesthetics choice (with the light at the planet in the background) and Mario being light (in terms of weight) are great touches and adds to the experience. I like it. It's not something groundbreaking, but is well executed. Aesthetics: 9/10 Fantastic. While not mindblowing, the way that chuck rocks were used, the background and foreground blended so well. Great job! Overall Score: 46/50 ### Entry 04 - Sky High Dinossaurs ### Design: 17/20 Very easy to understand and a neat gimmick. I found the difficulty in some first sections way harder than later ones. But overall, it's simple and direct to the point. Yoshi being light and the use of the "go after Yoshi" gimmick are well implemented. While I died a lot, each section had a retry, so I came quickly back to action. And since the sections are short, it felt like a plesant experience. Creativity: 15/20 Yoshi ascending to the heavens because it's light, sure it's funny. The setups complement well that idea. Wish the level was a bit longer and explored more that idea. Aesthetics: 6/10 While the execution of the level and gimmick were the highlight, the same can't be said of the aesthetics. The foreground doesn't match too well with the foreground. Aside from the that, it's very basic. Not mindblowing, but functional. Also, there's some cutoffs in the level because of the bushes. Overall Score: 38/50 ### Entry 05 - Blackout Basement ### Design: 10/20 The first half isn't impressive, but it's simple and fun. Then, Mario enters in the factory and well, the level felt quite short. Although, it was a nice experience. I found creative the mechakoopa that only attacks while the lights are active. I expected a bit more, but overall, is a very competent level. Creativity: 12/20 Well, it's a really simple idea. There isn't much to say about it. Works well, but I wish the level was a bit longer, because it felt a bit too short. Aesthetics: 8/10 The exterior of the stage has a bit of graphic clash, but the visuals are clean enough to understand. The interior of the factory has a much nicer look. It works as intended and overall, it's decent. Overall Score: 30/50 ### Entry 06 - Cave ### Design: 11/20 The first half is fantastic. Makes very clever use of the light beetles from Super Metroid and makes the player take some risks if he wants to get the dragon coins. I found it a blast, until I reached the second half. While it has a creative mechanic of using explosives to light the area, it doesn't have a nice rhythm. I felt waiting too much before advancing in the level. About the bob-omb and dynamite setup near the end, they didn't felt intuitive. It's a nice entry, but with few problems of design. Fun to play. Creativity: 14/20 Really clever use of dynamites and light beetles. I wish that the dynamite mechanic was better explored, though, but still, I liked what I saw. Aesthetics: 7/10 I don't think that background and foreground fits well. The effect of darkness is impressive and well done, though. Overall, it does its job pretty well. Overall Score: 32/50. ### Entry 07 - Calciferol ### Design: 9/20 I love the idea, but the execution leaves a little bit to be desired. At first, I didn't understand why the grinders and platforms were frozen. Then I reached the day part, and everything made sense. Neat gimmick, but the jumps are so precise. It can be a bit disheartening to do the entire rom because you failed to do a tricky maneuver. As much I enjoyed making progress in this entry, I felt a lot frustrated with the second room day time shell puzzle and day time grinder section. Creativity: 9/20 Neat idea, sadly it wasn't communicated so well. Like, if the order was the opposite, like starting day with sprites being alive, and then becaming night and sprites be frozen would be way more intuitive and the level gimmick would be way clearer. Not bad, I just found the execution a bit lacking. Aesthetics: 7/10 My favorite part of the level. I usually don't like mixing other graphics with vanilla stuff, but, you did a pretty great job with the mixing and palettes. It's functional, and it's not mindblowing, but it works. Overall Score: 25/50 ### Entry 08 - Light as a Feather ### Design: 8/20 While the idea of the level is good, the execution didn't feel great. My main problem with this level is its setups. . The first half ain't half bad, but the second and third ones proved to be a bit brutal. The setups aren't unfair, but require a bit of trial and error because of how the propeller block works. Creativity: 12/20 The idea of the block is kinda neat. Simple, but effective. Aesthetics: 6/10 They're functional, but not amazing. Overall Score: 26/50 ### Entry 09 - A Light(ning) Storm ### Design: 6/20 The gimmick is pretty neat, but this level suffers from lack of checkpoints. An extra checkpoint would make the retry less frustrating. A lot of the setups are very tight and getting the timing of the lightnining is a bit tense, since there's enemies and platforms to worry about. Great idea, but the level escalates very quickly in difficulty, making it unpleasant. Creativity: 18/20 Really clever use the lightning mechanic and the metal blocks. Even when the level was a bit underwhelming, the gimmick itself has a lot of potential. Aesthetics: 6/10 Simple enough and direct to the point. Overal Score: 29/50 ### Entry 10 - Timed Lane ### Design: 8/20 It's a decent level, but that's about it. Creativity: 2/20 While the gimmick of the platforms is nice, it fails to adhere to the theme of the contest, sadly. Aesthetics: 6/10 Serviceable enough. Sadly the background and foreground don't match very well together. Overall Score: 16/50 ### Entry 11 - UI (Ugly Interface) ### Design: 8/20 A pretty fun level, that's held back because of how abrupt it ends. I loved the concept of collecting switch parts. The setup with the wiggler is a bit janky, but that's the only negative thing I've found. If there were more sections, then the level would be way fleshed out. Overall, this level has a simple level design, but a creative theme. Creativity: 15 / 20 Really clever idea of making fun of Discord light theme. I loved the overall presentation, but, the execution could be way better. Felt like was incomplete. Aesthetics: 7/10 Competent aesthetics. Nothing else to say. I really loved the mini-story of Mario fixing the Discord and how you made the chat. Very nice. Overall Score: 30/50 ### Entry 12 - Light Sleepers ### Design: 20/20 Really creative gimmick focused in the pog fi- I mean, sleeping fish. The setups were intuitive and all my deaths were because of my fault. The flow of this level is great. Sometimes, simple is the best option. For sure, one of my favorites. Great job. Creativity: 20/20 A simple gimmick, for sure, but the way the setups were executed was absolutely amazing. I wish that the level was longer, because it ended so fast, but overall, I like how focused this level was with its concept. Very creative interpretation of light, as well. Aesthetics: 6/10 Vanilla aesthetics. Overall Score: 46/50 ### Entry 13 - Aflare Freeze ### Design: 18/20 Really solid climbing level. Each setup felt challenging but fair. Sadly, it lacked a more unique gimmick, but overall, even being simple, the level was very well crafted and fun to play. Creativity: 7/20 The climbing concept was cool and avoiding fires was very fun, but it didn't adhered completely to the theme. Aesthetics: 6/10 Vanilla aesthetics. Overall Score: 32/50 ### Entry 14 - Physical Properties ### Design: 9/20 Really love how you incorporated physics concepts in your level. All around, the level design is solid, but there's some flaws in the level that detracts a bit the fun. One of them being some tight spaces and cluster bullet positions. Very fun, overall, even though there's some few "goddamn it!" moments. Creativity: 20/20 Everything in the level has a purpose. You did a fantastic job with the presentation of the entry. The gimmicks, from stealth boo, reflecting bullets, invisibility mushroom and cluster bullets, while are simple, add a lot to the level. Aesthetics: 10/10 By far, one of the most silly and creative presentations I saw in a level. Great job! Overall Score: 39/50 ### Entry 15 - Firework Factory ### Design: 14/20 A simple level, but very creative in its execution. I like how it shows how fireworks are produced. The only downside is how undeveloped this level was. If this level had more challenges and sections, then it would be a blast to play. Creativity: 20/20 Simple in terms of mechanics, creative in the settings. While it could be a bit longer, this level I liked what you did in the end. The process of making fireworks was shown while the player advanced through the stage. You told me something without telling me, which is something that I always appreciate. Aesthetics: 7/10 Works well with the level. Creative use of vanilla assets. Overall Score: 41/50 ### Entry 16 - Bootstrap Paradox ### Design: 16/20 A very challenging level with levitation. I took some good time to get used to it, but once you understand how to do it, the level becomes really fun. I thought some setups were more tight than others, though. Overall, the checkpoint distribution was really well done, so retrying wasn't frustrating at all. Creativity: 12/20 The execution of the gimmick is good. And it fits well with the theme of light. Nothing groundbreaking, but it works. Aesthetics: 8/10 Really nice combination of vanilla assets with a simple background. Very pleasant. Overall Score: 36/50 ### Entry 17 - Nation Blue ### Design: 13/20 Well, it's a simple level. Can be distracting at times because of how gorgeous the scenary looks, but overall, it's a simple level and straight to the point. Creativity: 15/20 Not only the scenary is all about lights, but some of the enemies fit that category as well. That was a nice touch. Aesthetics: 9/10 Really gorgeous aesthetics, my only complaint would be that sometimes it can be a bit distracting, but overall, it's a very beautiful stage. Very colorful and with tons of light. I love it. Overall Score: 37/50 ### Entry 18 - The Lighthouse ### Design: 9/20 A neat concept, but the level suffers from some serious problems. First is the presentation of the gimmick. Right before the player learns how the electric flower works, they have to make a hard platforming section, which is very tight and easy to fall down if you're aiming to get the dragon coin. Then, one of the setups can be broken because of the additional on-off block. After that, there's a blind jump where you can't see the electricty sprite above. Also, the electric flower breaks one of the setups, since I don't need to go to the right. Just shooting the left wall seems to do the trick and sometimes the blue koopa despawns. The second section has a problem with the springboard despawning, as well. Overall, the level lacked a bit of development of the setups. Creativity: 12/20 A really nice interpretation of the light theme. The idea of using the electric flower to hit the switches is neat, but the setups didn't quite used it so well and are easy to break. Aesthetics: 6/10 Vanilla stuff. Overall Score: 27/50 ### Entry 19 - Flashlight Cave ### Design: 13/20 It's very simple and clever level about spotlight. While I found some coins harder than they should be, the level design is pleasant and straight to the point. It's a fun level that could be in a standard hack. Great job. Creativity: 12/20 Well, very creative and easy to understand. Aesthetics: 7/10 Vanilla stuff with a nice spotlight. Overall Score: 32/50 ### Entry 20 - Mario commits arson ### Design: 15/20 The setups are really neat and the way that level builds up is very nice. My main problem with the level is how unforgiving it can be with some setups. You can't afford any mistakes at all. Overall, a well-crafted level held by the lack of retry and fireflower refil. Creativity: 16/20 Really clever use of the theme. And how it builds up is very creative. Mario lights a house to unfreeze the goal point. Aesthetics: 6/10 Functional and vanilla. Overall Score: 37/50 ## Entry 21 - Photoshoot ## Design : 19/20 Clever idea and neat puzzles. I really enjoyed this one. The final puzzle was very troll, but nothing to worry about. Overall, sometimes it's possible to do more with less and that level shows it. My only complain is the penultime setup, where is easy to die when you try to grab a mushroom, other than that, the level feels fair. Creativity: 20/20 The setups and idea of photoshoot were really clever and intuitive enough. While it may have an odd connection with the theme light (flashlight), the execution of the idea was superb. Aesthetics: 7/10 Mostly vanilla, but I love the "photoshoot" effect. Overall Score: 46/50 ### Entry 22 - a glimmer of hope ### Design: 20/20 Clever use of the light to spawn enemies to proceed. Very fun to play, my only complain is how janky the platform is near the end of the level. Overall, solid level design. Creativity: 20/20 Use of light not only as a luminous energy, but in the sense of creating life, giving it also a divine meaning. Very neat interpretation. Aesthetics: 7/10 Vanilla but with very neat light effect. Overall Score: 47/50 ### Entry 23 - The Blinding Light ### Design: 17/20 Clever gimmick, it makes platforming very tricky. Very simple, but I liked this one a lot. Great job. While the level design could be a bit more elaborated to incorporate better the gimmick, the level already is solid and fun to play. Creativity: 17/20 The level relays in the blinding light in the top of the screen, so the player shouldn't wait and must move on. Very creative. Aesthetics: 7/10 While the blinding light effect is cool, the background and foreground doesn't match too well, mainly because of the color of the ground. Overall, it's a functional aesthetic combination still. Overall Score: 41/50 ### Entry 24 - Arctic Mountain ### Design: 10/20 It's a stage about Christmas and nothern lights. There was some annoying spots like the one to get one of the dragon coins, because the sprites despawned or respawned, something related to sprite memory issues. Overall, a standard fun winter level. Creativity: 10/20 Aesthetically, it makes sense, but no new gimmicks or tricks. Solid. Aesthetics: 7/10 I felt that the background and foreground didn't match too much, but overall, it's a clean aesthetics and looks okay. Overall Score: 27/50 ### Entry 25 - Variable Floats ### Design: 11/20 Very straightforward and simple. Focused in simple platforming. Very chill level, although, not mindblowing. Creativity: 11/20 Very simple concept but I like the application. Light is used in the contest of weight / floating, which is a cool concept with the fishes and blocks flying. Aesthetics: 6/10 Vanilla. ### Entry 26 : Crossover Cave ### Design: 20/20 Really clever design. Each setup is fair and intuitive enough. Using the green and red light as mechanics to enemies move and stop is really nice. Superb work. Creativity: 20/20 Another gimmick involving light, and this time, in a well creative way. Red light stops enemy, while green makes them move, a great homage to Donkey Kong Country. The setups complement well that mechanic. Aesthetics: 7/10 Vanilla, but has that nice green / red light effect added to it. ### Entry 27 - Neon Dreams ### Design: 17/20 Clever use of palette ExAnimation to create a gimmick. Very fun level, I had a blast playing it. The only thing I found odd is that some few setups were a bit tight, mainly the ones involving spiny eggs, but overall, that's some solid level design right there Creativity: 20/20 One of the most criative ways that neon lights were used. They work pretty well as gimmick of the stage, requering the player to be in their toes and always being careful. Aesthetics: 10/10 Fantastic use of palette exanimation and colors. The scenary is gorgeous and yet, still simple. Superb work. Overall Score: 47/50 ### Entry 28 - Molded by it ### Design: 17/20 Very clever setups, overall. The level was a bit too short, but the execution of the gimmick was nearly flawless. Creativity: 20/20 Very creative use of palette ExAnimation, and also, nice movie reference. I laughed so hard. lol. Aesthetics: 8/10 Very nice aesthetics, overall. The Boss room was on the simple side, but the level looked great. The ExAnimation was well done, too. Overall Score: 45/50 ### Entry 29 - Spittin Straight Fire ### Design: 9/20 Nice idea of enemies lighting blocks, sadly, most of the setups are tight and a bit unpleasant. Some of the later setups are nasty, because it's an autoscroller, and then, the player has to dodge fireballs from the Amazing Fireball Bros very quickly, while the screen scrolls, creating one awkard rhythm to the stage. Creativity: 10/20 Neat ideia, but most of the setups didn't make me think too much, only "be more quick than the enemy". Aesthetics: 6/10 A bit of clash with vanilla graphics and Yoshi Island background. ### Entry 30 - Moonlight Teleport ### Design: 8/20 It's a nice glitch and very creative, but sadly, the level design suffers a lot from blind jumps and moments where the player can't see where they're going. Such a bummer, but I have to score this entry low. It's very easy to die because the bridge retracts after the player teleported. Creativity: 6/20 Well, aside from the moonlight and teleporting (since you move faster than light), the level doesn't incorporate light so well. Aesthetics: 6/10 Very pleasant colors and vanilla. Overall Score: 20/50 ### Entry 31: In Search of Light ### Design: 8/20 Well, I understand what you tried to do, but a lot of the level felt like it's trial and error. It's very frustrating. I only advanced well in it because I started to use the enemies as guides. I really like your idea of "absence of light", but the execution felt underwhelming because of how confusing the design was. Without being able to see, I died because of a slope. Some things felt a bit unfair, but overall, it's not that difficult. Creativity: 8/20 Neat ideia, but the execution was subpar. You could have temporary light sources, rather than "everything is black and you can't see". Aesthetics: 0/10 Well, it's everything black, with the exception of the sprites. There's nothing to judge about aesthetics at all. Overall Score: 16/50 ### Entry 32: GRAVE INTENTIONS ### Design: 7/20 The difficulty of this level is all around the place. Some later setups are way easier than early ones. A lot of the level can be resumed as podoboo spamming. And getting all the dragon coins is very unpleasant, because of how hard they're to get. It's very to die and getting frustrated. Overall, it's a level that has a lack of focus and that repeats too much the same tricks over and over again. To the point they become predictable. Creativity: 9/20 Well, the only creative thing is the lightning striking the scenary. Aside from that, there isn't much to say. Aesthetics: 6/10 They're all right, but the color of some objects don't look enough, like the water and pipes. Overall Score: 22/50 ### Entry 33: Castle to the Blinking ### Design: 2/20 Absolutely unpleasant. The lightning that kills Mario has an absurd deceptive large hitbox that the "ledge" does not cover so well. The enemy placement feels cheap, most of the time putting the player in unconfortable position and sometimes, forcing damage boost to be able to proceed. The aesthetics are confusing, because the spikes blend with the background, making easy to take an unfair hit. Some areas are very tight and the boss fight feel frustrating because of the lightning interrupting the player after every 5 seconds, forcing to act fast. Overall, the gimmick is not bad, just that the execution backfired. Creativity: 4/20 Rather underwhelming use of light, coupled with a unpleasant level design. Feels like a cheap excuse to kill the player. Aesthetics: 3/10 The palettes chosen for the level are unpleasant yellow-ish. The spikes blend with the background. The Redrawn sprites clashes with the tileset. Overall, the visuals are poluted and contribute to make the experience of this level a bit worse. Overall Score: 9/50 ### Entry 34 : FEELING LIGHTER ### Design: 12/20 Very solid level with some simple ideas. The ideia of low gravity and balloons is really well explored. The second half feel a bit unpleasant and take some time to get it right. The last half feels a bit cheap with the spinies falling without indication of from where they're coming. Overall, it's a fun short level. Creativity: 13/20 A nice combination of weight and baloons that associates well with the concept of being light (weight). The feather in the stage is a nice touch as well. Aesthetics: 8/10 Really gorgeous. I like the baloons in the layer 3 and the overall combination of background and foreground. Feels spacey. Overall Score: 33/50 ### Entry 35: Aurora Hills ### Design: 12/20 A solid fun and chill level. While it has no crazy setup, the challenge is decent, and feels all right. Maybe it lacks a gimmick? Overall, I liked this level, even if it's in the simple side. Creativity: 14/20 While it's another winter themed level, I love how you made the northern lights using only HDMA scanlines. Great job. Aesthetics: 8/10 Very beautiful combination of Mario Maker 2 snow tileset + vanilla background + HDMA. Great job. Overall Score: 34/50 ### Entry 36: Desert Sunlight ### Design: 2/20 This level has a serious problem with despawning dynamites, that compromises some sections, forcing the player to take damage. The interaction of the player with the dynamites is janky and the level itself demands an insane amount of precision from the player. Felt very underwhelming and unpleasant. All the setups are tight and it's easy to make a mistake that costs your life. Also, often I need to let go the running button which feels awkward and clunky, making some setups unbearable. Creativity: 6/20 A neat lens flare effect, but that's about it. Aesthetics: 7/10 Surprising decent combination of foreground and background. The lens flare effect adds a nice touch to the level. Overall Score: 15/50 ### Entry 37 : ACCELERATE ### Design: 17/20 Really clever setups. Intimidating at first, but not frustrating. I like how you used the balloons to create a nice challenge. A very fast paced level. If the rooms were longer, I would say that they lacked retry, but since, the challenges are quick, coming back to action was fun. Overall, I had a blast playing it. The boss fight was enteirtaining and creative, as well. Creativity: 17/20 Very creative use of lights in the aesthetics and weight (balloons). Aesthetics: 9/10 Superb work. A bit vanilla, but very charming. Overall Score: 43/50 ### Entry 38: bla bla bla Dante meme speech from Devil May Cry about feel dark soul with light ### Design: 13/20 Simple and nice. The level doesn't have any crazy gimmick, it's your standard sky level with fire chomps. The second half was very creative, though, since Mario is swimming inside the clouds and the enemies are doing the same. Overall, I had fun playing this level. Creativity: 10/20 Sky, fire enemies and swimming to the clouds. It's all right. Not the most creative, but hey, a solid interpretation of the theme, nonetheless. Aesthetics: 8/10 Very nice and gorgeous. Overall Score: 31/50 ### Entry 39: Refraction Airways ### Design: 17/20 Creative use of prisms and refraction of the light. Although some setups can feel quite tight, the level is well build around that concept. The first half can be a bit intimidating with some difficult jumps, but the second part was very pleasant to play and the setups somewhat felt more inspired. Overall, a fun hard level to play and incorporated well the theme. Creativity: 20/20 Clever use of the mechanic of refraction of light in prisms. The level is all built around that. Aesthetics: 9/10 Very simple, but the background and foreground complement each other so well. I like how the sprite only block was repurposed as a prism and overall, the reflecting fireballs reskin felt very creative. Overall Score: 46/50 ### Entry 40: Blue Misterious Data ### Design: 4/20 While the gimmick is very creative and can lead to tons of interesting setups, the setups that the stage uses are too tight and frustrating. The fact that I needed an obscure glitch to progress the level is unpleasant. The level stretches for too long and almost all the times loves to throw enemies at the face of the player, demanding fast reaction while at same time asks for puzzle solving. Felt way too claustophobic. It's a shame, though, the gimmick is really great. Creativity: 10/20 The adherence for the theme is only about prisms and felt a bit too weak. Aesthetics: 7/10 99% vanilla with the exception of the prisms. They look good enough and the colors of the level are very pleasant and chill. Overall score: 21/50 ### Entry 41: another level with that meme phrase from Dante about soul with light ### Design: 15/20 Surprisingly fun. While some enemies placement are a bit mischevious, the level is intuitive and fun to play. The darkness effect is well done and contributes to that, making the player think before advancing. I wish the level was a bit longer, but overall, was a very fun entry, even with the flying hammer bros taking me some lifes. The coins adding light complements well the level design Creativity: 17/20 Really neat darkness effect that compliments the level design. The theme here is the absence of light making the level more difficulty. And the coins giving light for the player to proceed, interesting take on the theme, overall. Aesthetics: 9/10 Really impressive use of light and dark effects. The background, surprisingly, matches well with the foreground. Great job. Overall Score: 41/50 ### Entry 42: Nyctophobia ### Design: 14/20 Really creative gimmick. Since the player can't run, because they have fear of the dark, they must proceed carefully. The second half feels funny and out of place, but incorporates light, in the context of weight. Overall, a very fun level. Creativity: 14/20 Nice use of two interpretations of light: the lack of light in the first two sections, the spotlight, and then, feeling light in the space. Aesthetics: 8/10 Very pleasant and simple. Overall Score: 36/50 ### Entry 43: Lost Shrine of Light ### Design: 11/20 Really neat of use of color theory through all the level. This level tells a simple but effective story. The level design is simple and the boss fights are fun, but I felt that some parts of the level have cheap setups like cluster bullets flying in the player's face and that green piranha plant sniping the player. Can be a bit unpleasant at the time, but the presentation and challenge was fun. Creativity: 18/20 Like I said, really clever use of "light" as a color (white). To restore the light, the player must defeat three crystals (Red, Green, Blue), returning light to the temple. Aesthetics: 9/10 Fantastic work. The beginning shows the exterior of the temple, being dark. Then we have rooms themed after each primary color. Then the light returns to the place. The palettes are very pleasant as well. Overall Score: 38/50 ### Entry 44: Curse Lampshade ### Design: 18/20 While I don't enjoy too much trial and error based levels, this one was very fun. It uses the mechanic of sticky hands, forcing the player carry the lampshade. All the setups give a bit of room to the player to react. And are easy to execute. There's some tricks sections here and there that have a bit of RNG, like the bowser statue one, but overall, it's a blast to play. Even dying a lot, I had fun and felt great after overcoming each obstacle. Creativity: 12/20 Well, lampshade, light. Very simple to understand, nothing amazing, but still, fits the theme. Aesthetics: 8/10 Really beautiful palettes. While mostly vanilla, the colors help to sell that this is a dangerous cave. Overall Score: 38/50 ### Entry 45: Speed of Light ### Design: 13/20 The first half is very frustrating because of how the vertical camera works. And a bit inconsistent, because there's times I did perfectly fine, and the lasers were quick enough to catch me. Thankfully this level ain't that long, but took me a bit of time. The second half is way easier and fun, because of how straight the setups are. I had tons of fun in that part because it's very intuitive and more fast-paced than the first one. Overall, a little fun level about the nasty lazors of Quick Man. Creativity: 12/20 Really simple concept, lasers represent the amplification of light. Aesthetics: 6/10 Decent enough. A bit too simple because it's made of cement blocks. Overall Score: 31/50 ### Entry 46: Boo's Blinding Bank ### Design: 16/20 Clever use of collecting coins to make a simple and fun stage. Each room having different ways of getting coins. It's a chill level. The boss fight was the weakest part, since it's hard to see Yoshi and is a bit claustophobic, but the level itself felt great to play. Creativity: 13/20 Coins are shiny (and deadly) like light and the stage is too. Really simple, but clever. Aesthetics: 6/10 Competent and simple. Vanilla. Overall Score: 35/50