This week I will be looking into how different themes can effect and evoke different emotions on to a player and how I could use it on my own level. I will do this by looking at 3 different games that all have 5 themes in their levels to list the common elements that consist within those themes. this is to then be created into small mock-ups of each theme to gather peer feedback which will allow me to figure out what would be best for my level at the for the end of the project. The games I will be looking at are games from different areas in gaming history, these areas that I plan to look at will be over 20 years ago (1987 to 1997), Between 20 and 10 years ago (1997 to 2007) and the current gaming platforms (2007 to 2017). This allows me to look at a game title from different areas in gaming history but also to look at what is kept consistent between the themes of games as time progresses.
The games I will be looking at are games from different areas in gaming history, these areas that I plan to look at will be over 20 years ago (1987 to 1997), Between 20 and 10 years ago (1997 to 2007) and the current gaming platforms (2007 to 2017). This allows me to look at a game title from different areas in gaming history but also to look at what is kept consistent between the themes of games as time progresses. The games that I will be looking at are Sonic the Hedgehog 3 & Knuckles (Sega MegaDrive), New Super Mario Bros (Nintendo DS) and Shovel Knight (Multi-platform), these games were chosen as they are all popular titles and are all family friendly 2D platformers with the goal of getting from left to right.
All of the games that were chosen have common themed levels that make it easier to decide what themes would be best to look at. The themes that I have chosen to look at are grass plains, snowy lands, cave levels, waterfilled worlds and large forests.
Sonic The Hedgehog 3 & Knuckles – Marble Garden
Marble Garden Zone is the 3rd stage of Sonic the Hedgehog 3 and is the grass plains themed stage. Marble Garden is one of the largest stages in Sonic 3 and goes for an overgrown ruins look, they try and do this by having grass layer over marble bricks with the background showing a large forest with mountains in the distance (This helps make you feel high above ground level). The colour scheme the level follows is a lot of green, grey, orange and purple to help push the overgrown ancient ruins look. there are a few points with marble pillars and trees placed in the level, some of which are in the foreground than the background, some of those pillars are breakable which is shown by an area that is seen behind the pillar. There are a few hazards that are located around the stage with the most common hazards are spikes with other hazards like spinning spike balls and face sculptures that launch arrows. There are two different enemies that appear in this level, fake spike enemies that hide in the grass till you get close and floating enemies that transition between invulnerable spikes and vulnerable smooth phases. This level doesn’t follow a traditional grassy plains themed level but it makes me consider mixing two themes together to create different experiences with levels. This level invokes the feeling of adventure and mystery when I play through the level.
New Super Mario Bros – World 1 – 1
World 1-1 is the first level of New Super Mario Bros and acts like an introduction to the player learning to play the game and is in the first world of the game which is the plains themed world. 1-1 is a linear platformer level that only has one path that gets you from the start to the goal that goes for a colourful and vibrant look with very little obstruction in the level making every tile placement important to creating the level. The colour scheme for the level follows blue, yellow, green and orange with a few traces of pink and brown which helps build a cheerful and bright world while continuing with the look of grassy plains. The foreground for this level follow uses a lot of curves in its design helping follow a friendly and safe environment with no spikes insight with curves even being used to round of walls, there are also a few flowers, mushrooms and bushes that are placed around the level to add a bit more life to the level. The background starts of having a pink and white castle in the background with a yellow dirt path that leads towards it and then transitions into what looks to be a large group of bushes that follow the rest of the level with a bright blue sky and yellow and orange mountains even further back with the same look being used for the dirt texture of the level with a slight contrast decrease. This stage doesn’t have many obstacles that stop the player from progressing apart from a few static green pipes, lifts in the ground, and different blocks like brick, wooden and question mark blocks, few of which contain items like mushrooms or coins, the only hazards in the levels are a few bottomless pits and enemies. the enemies in the level are Goombas that walk towards the player but don’t stop unless their path is obstructed and can be defeated with a stomp on the head and Koopas that come in two different colours, red Koopas that walk back and forth on the platform that there placed on and green Koopas that don’t stop unless their path is blocked like the Goomba, but will hide in their shell when jumped on and will only be defeated by a fireball or another Koopa shell. This level follows the common look of plains but with a more safe and comfortable look that is created with a number of curves they decided to make this level around which makes me wants to consider shape theory when creating the level.
Shovel Knight – Plains
The Plains is the first level of Shovel Knight and acts as a tutorial for the game to teach the player the mechanics of the game and is this games grass plains themed level. The plains is a very simple level in design but are very complex in design as you progress through the level using tactical tile and enemy placement, while also creating a stunning plains level using many colours but also restricting themselves from going overboard with their colour scheme. The colour scheme that they used is green, brown, yellow and blue which is consistent through the entire level from both the outside and inside of the cavern, this even follows the design of the enemies (Except the cockroach due to it being a recurring enemy), this helps build a calm and beautiful world to explore where you can stay calm if you make a mistake. The foreground of the level consists of small patches of grass, enemies and blocks and piles of dirt that you can dig up for currency with most of the work being put into the tile work for the level and the background has the most work put into it creating a multitude of pine trees with black used for shading to show where the light isn’t hitting it, the bright blue sky with white clouds and the Darker blue castle silhouette in the background to represent a mysterious place as well as signalling where your journey will take you. There are not very many hazards within this level where it is there to teach players how to play the game and when new hazards arrive they place checkpoints one screen before the hazard arrives to allow the player to try again straight away and starting a common trend throughout the rest of the game. Every breakable wall is made visible by indications of broken rocks or small details in the walls. In this level, there are 5 different enemy variations, not including the stage’s boss, The cockroach enemy, a common enemy throughout the game and doesn’t link up to the design of the level, can be defeated with a quick swing of the shovel, the slimes are also common to the game but not as much and will be defeated after two hits, the last three enemies are a skeleton that will be defeated with two hits and then drops its skull ones defeated and a baby wyvern that acts as a platform for the player to shovel hop on to get to a higher place and the stages mini boss a dragon that blows bubbles that won’t fire straight at you which allows the player to learn its attack patterns. The stage boss isn’t relevant to the level but is based on shovel knight himself so you can take all the knowledge you have learned from the level and put it to the test with someone you are matched evenly with. The plains do their job as the grassy plains themed level and like the other two give of a nice calm environment to work in with this one also giving a sense of achievement once an obstacle is completed which gets me to think about the structure of my level and how I should plan where I place obstacles.
Sonic The Hedgehog 3 & Knuckles – Icecap Zone
Icecap Zone is the 3rd stage of Sonic The Hedgehog 3 and is the Snow themed level. Ice cap zone may not be one of the largest stages its one of the most well-designed levels of Sonic 3 using the looping to create the illusion of a large mountain for the player to go down. This level goes for both an arctic wasteland and ice caverns style as you traverse through the level, this is done with the colour scheme for this level only using two colours, Blue and White, this is to help create an icy look. There are three different backgrounds used within this level to show the different heights that are travelled through, The first one is a large number of snowy mountains that go of into the distance giving you the feeling of how high you are from ground level, the next is the inside of the icy caverns where darker tones of blue help create the dark atmosphere of caves and also make the caves seem massive, and finally there is the icebergs and river that flows by at the end of the stage. The foreground also comes in various parts throughout the level, this is started off with dead trees with no leaves on them, shortly followed by trees with snowed on leaves leaving them white and the ground showing large amounts of snow as shown by the colour of the ground as well as a few bumps in the ground to give the effect of it not landing on some rocks. Landing into the cavern and for most of the level, you will see the ground has been replaced with a seamless pattern that represents crystalise ice which is also used for the level decorations. There are a few hazards within the level that mostly consist of falling ice and spike traps, with the level also consisting of some moving platforms, one that slides through the stage and the other that swings upwards using the momentum you’ve built up. There are three different enemies in this level, a floating ball that is orbited by ice shards that will be fired at the player when they get too close but then leaves themselves vulnerable only moving in one direction, a penguin that slides into the player if there two slow and a steam blowing machine that knocks the player back if the steam is touched. Icecap Zone creates a really iconic snow level, and to me makes me feel cold and slightly amazed as I go through the level, it also makes me consider any techniques I could use to add a touch of flare to my level.
New Super Mario Bros – World 5 – 1
World 5 – 1 is the first level of World 5 in New Super Mario Bros and is the part of the snow-themed world. As common in the 2D Mario games, this stage has a linear design that asked the player to go from left to right. The colour scheme for this level is blue, white and brown to create a snowed in forest look while also keeping to the colourful worlds Mario is known for. The background only consists of Snow-layered pine tree that repeats through the entire level and a clear blue sky. The foreground contains a bright brown ground with snow layered on the top of it and sometimes the snow creates deep areas in the level that makes it harder to move, unless continuously jumped out of, there are also a number of dead trees throughout the level that has snow laid on the branches some of which can fall off and land on the player, all the blocks, apart from growing blocks which is reused in multiple other levels, are grey adding to the snow themed world. There are two different enemies within this level, spikes that take snowballs out of their mouths and then roll them towards the player and the goomba that move in one direction unless their path is obstructed. World 5 – 1 create a good start to the snow world, introducing the world’s mechanics and art style that will continue throughout world 5, This level makes me feel calm but slightly worried about Mario in terms of how cold it must be for him, this levels enemy placement makes me consider where I place enemies to introduce them to the player.
Shovel Knight – Stranded Ship
Stranded Ship is one of the choosable levels in the third phase of the game and is the snow themed level for this game. This level follows the basic premise of a snow themed level with common traits like slippery ice, and falling snow but also adds a stranded Viking ship to the middle of the level which adds, even more, elements to the level, like the other shovel knight levels. The colour scheme for the level is blue, white, purple, grey and brown which creates a northern snow land feel with the ship inside really well and adds to the stunning visual design of shovel knights levels even more. The background splits into two areas, the snowy chasms that contain dark pine trees, a dark rocky wall and beautiful looking northern lights that cover the night sky, and the Viking ship that consists of navy blue wooden walls with support beams and Viking shield decorating the walls, these backgrounds sometimes merge into each other with cracks or broken ship parts. The foreground contains a snow layer on the ground, ice and white ladders through the chasm areas with not much else outside apart from a broken bridge that connect to the boss, and in the Viking ship there are wooden floors, moving wooden platforms, falling snow and spikes. The main level mechanic for the level is a fountain that when hit moves in the direction it was struck, creating a rainbow path for the player to walk on, but there is also snow that when touched will fall and land on spikes making it safe to land. All of the enemies for this level follow the colour scheme and theme of this level (except the common cockroach and the golden knight which are seen in multiple levels), starting with the wolfs that run towards the player without a second thought which can sometimes lead them into pits, exploding wyverns that destruct when attacked and fly back and forth, the spear throwing Vikings that sometimes jump around but mainly throw spears forward in the players direction, hammer throwing Vikings that climb ladders up and down throwing hammers to their sides, ghosts that appear for one area and fly directly at the player, the shield wielding knights that run back and forth on a platform and can only be attacked from the back and finally the ice mage that fires ice balls that create snowflakes as they move. the boss for the stage is a Viking that wields a large plough shovel, digging up the ground revealing spikes and throwing snowballs at the player. The Stranded Ship creates a great snow themed level, using multiple colours to its advantage to creates a dark and gloomy environment that makes me feel amazed and excited for this level every time I play through and complete this level, It also makes me want to consider the use of tones and shading when creating a level to help create the smaller details of the level.
Sonic The Hedgehog 3 & Knuckles – Endless Mines
Endless mines is a small multiplayer level within Sonic The Hedgehog 3 and Knuckles that continuously loops around till one player reaches the goal first. There isn’t much to talk about with this level but a lot of detail was put in to create a map that wouldn’t get too repetitive really quickly. The colour scheme for this level is blue, brown, yellow and purple which is used to create a commonly used mining facility that contains plenty of mining materials. The background is a looping image of the open cavern that doesn’t hold anything apart from a single wooden beam, the foreground, on the other hand, contains a lot more, there are different coloured rocks that look like raw minerals and ores that need to be mind and multiple wooden and metal supports that the path that the players will walk on. There wasn’t much thought into this level like there usually is when it comes to the sonic levels and was most probably created to have another multiplayer level that can take up the remaining space on the game’s data without being to much work. This level makes me want to consider branching pathways and how to set up my level so each detail makes sense to the player.
New Super Mario Bros – World 1 – 2
World 1 – 2 is the second level in World 1 of New Super Mario Bros and is the first cave level that you will come across while playing through the game. This level, like the tradition of 2D Mario games, is a linear level that asks you to go from point A to B. The colour scheme that creates the cavernous feel is Blue, grey, brown and green which there to create a well-lit cave area. The background for this level consists of a large black wall with large holes that contain a larger cavern area with a few sources of light entering the cave. The foreground of the level contains a blueish rocky ground that has a lot of rugged edges on each rock, blue variations of the brick and question mark blocks, spiky looking blue metal blocks that won’t break, green pipes that are seen throughout the game, a blue wooden platform that you can jump through, a small brown trampoline that is used to increase the height of your bounce and a tilting platform that contains a small screw holding it in place as the centre while the platform moves depending on the weight of characters on the platform. The enemies that this level contains is the Goomba that can be defeated by jumping on their heads while they work in a straight line without stopping unless something blocks their path, two variations of the Koopa, the green that moves like the Goomba but will retreat to its shell when jumped on, and the red that moves left and right turning on the corners of the platform it stands on, and a Piranha Plant that comes in and out of a green pipe unless the player is touching the pipe. World 1 – 2 does its best to create a cave themed level while also fitting into the Super Mario Bros style, which creates a cheerful and colourful vibe when travelling through the game but with this level they give you the added sense of awareness when it comes to your surroundings as the rugged rocks make it seem slightly dangerous. This level adds to my thoughts of creating a level by making me think more about shape and colour theories and how they are implemented into a level’s visual design.
Shovel Knight – Lost City
The Lost City is one of the selectable levels in the second phase of the game and is the cave themed level of the game, although this cave level has a twist by adding in an element of fire and slime into the level to add more depth to the levels design. The colour scheme for this level is a large one and consists of red, yellow, brown, grey, green and orange to create a lava-filled cavern level which adds the feeling of taking risks and being careful as you traverse through the level. The background of the level splits into 3 different areas, those being the cavernous background that contains large holes in the walls showing the lost city and large spiky rocks that hang from the ceiling and later there are lava falls and slime falls, the temple area that contains windows with bars to stop people from going through, a multitude of missing bricks and a few pillars and scrolls, and finally there is a tile room that consists of only tiles on the wall that look a lot like Tetris blocks and a single supporting beam. The Foreground consists of brown dirt and rocks to create the ground, various different blocks of dirt, sand and stone blocks, a small bit of rope that leads up to the surface, easy to identify breakable walls from broken rocks, exploding rocks that detonate when struck, a beetle that travels through the lava with his slime back, a few rope bridges, and plenty of magma pools that can be changed into slime pools with by attacking slime drops, and there are also manga drops that can damage the player if touched, and a large dinosaur fossil that is stuck within a wall. There is a lot of enemies that appear within this level, these include the common cockroach that appears throughout the game and can be defeated with one swing of the shovel blade, the common green and the level exclusive fire slimes that can be defeated with two swings but with the difference between them being the damage they do to the player, a blue pulse creature that flies around the room in a diagonal direction without stopping, a leaping firefish that acts as a shovel hop platform, a horse shield knight that runs back and forth on a platform and can only be attacked from the back, a red knight that will approach the player and attack him, while blocking a few of his attacks, a large mole knight with a fire staff that stands in one place and fires a flurry of fireballs in a wave pattern and finally the stages boss that digs throughout the stage and can attack from those digging points which sometimes sends rocks flying around the room and opens up lava pools for the player to dodge. This level creates not only a cave themed level but also adds the fire or lava-themed level towards the cave theme to create a stage that makes me feel cautious and inferior due to the amount of lava there is that covers the level and if I make one mistake I could end up falling in. This level makes me think about considering what elements would be best for me to add to the background of my level to help create an immersive world that could add to the emotional connection a play would have to my level.
Sonic The Hedgehog 3 & Knuckles – Hydrocity Zone
Hydrocity Zone is the second stage of Sonic The Hedgehog 3 & Knuckles and is the Water themed stage. This level is halved into two different parts, the area that is above the water and the area that is below the water. This does not change the level the style of the level, but it changes the colour of the level and how fast the player can move. The colour scheme for this level is blue, green, purple and brown to create some form of sunken ruins which is furthered by the levels assets and objects. The background for this level contains, multiple waterfalls, blue bricks, a large water pool that floods half the stage, a few pillars holding the entrance to the level near the surface where a few windows shine light through and a large empty hall with a few tribal wall designs. The foreground contains a yellow brick ground with a few tones of blue and green in the wall with a few wall designs that look like tree branches or vines, rotating tracks that the player can hold on to but sometimes have spiked balls that the player must avoid, multiple fans that create a wind current that lifts the player upwards, few pipes that the player will spin dash through and a few bridges made out of broken pillar tops, while underwater the colour scheme changes everything blue but also includes metal poles that the player will grab on to, a few spike traps, bubbles that the player can get to continue breathing underwater with a few bubbles in containment pipes and finally a moving platform. There are only two enemies that occupy this stage, a small piranha enemy that swims around a small area but will rush towards the player once they spot him and a spiky puffer fish that releases its spikes for a small amount of time and then retracts them. Hydrocity Zone does a great job creating a water themed level but also adds the sunken ruins to the water level to create an unusual feel to the level thanks to the nature of a level being party underwater and also makes you think about the mysterious past of these ruins like how did they get there, why was it abandoned while there are still running tracks and how did they trap those air bubbles. This level makes me think about how the implementation of some environmental changes could have on how the game is played like this level does in terms of adding the water to slow down the player and having to look for an air source.
New Super Mario Bros – World 1 – A
World 1 – A is the first optional level and the seventh level located in World 1, it is also the first water themed level of the game. This level has a linear design that wants the player to go from the start of the level to the end goal, but unlike the other Mario levels you have full movement of where you are in the level thanks to the swimming mechanic that is implemented into the level to make up for some points having large gaps in the stage for you to travel over. The level is split into two areas, the outside that follows the plains theme which will not be included and the underwater area which is the main focus. The colour scheme for this level is Blue, purple, yellow, red, brown and green which is used to create an aquatic feel for the level while also creating an oceanic world for the player to explore. The background for this level consists of a large open area that contains curved rock pillars with sea plants on them in mushroom top shapes to create a coral reef. The foreground contains a ground with lots of undersea rocks with underwater plants and coral-like sea sponges, anemones and large seaweeds, there are also bouncy amoebic looking bubbles that bounce the knock the player away from it in the direction it was touched, a p-switch that when activated fills the area up with light blue coins, multiple coloured pipes creating water currents that push the player, and multiple blocks that are coloured brown and yellow. The enemies that appear in this level are the cheep cheeps that slowly swim forward sometimes going through walls and sharks that usually travel in twos and swim forward without stopping at a constant speed both enemies work as enemies that you avoid instead of enemies that are in your way. This level continues to create the water themed level while following the family-friendly design of the Mario Bros series which creates a calm and cheerful feel while travelling through the level thanks to the bright colours and round areas that appear in these levels. This level makes me think about looking at objects that slightly push the player away like the water current pipes and the bouncy bubbles do within this level and see how that could effect how a player would go through the level and if it would affect their experience playing through the level.
Shovel Knight – Iron Whale
The Iron Whale is one of the selectable levels in the second phase of Shovel Knight and is the water themed level for the game and is the water themed level of the game. Like the previous shovel knight levels, this level splits into two areas, the submarine and an area further underwater that leads to the level’s boss. The colour scheme for the level is purple, blue, yellow and brown which helps create the underwater and submarine areas that adds a level of depth to the level and helps create a feeling of going to the bottom of the ocean. The background for this level consists of 3 different areas, the inside of the submarine that contains a metal plated background that sometimes tiles, a few windows that also show a beautiful light shining through underwater scene some of which are round while others are rectangular, and a few pipes on the wall, the underwater caverns that consist of rocky walls some of which have large holes in revealing a further expanded ocean floor that contains silhouettes of multiple undersea plants, and finally there is the surface of the ocean that consists of background sand and large underwater rocks. The foreground also splits into 3 different areas but the main thing that changes is the ground used between each area like the submarine using metal plated ground, the caverns using rocky grounds and the underwater surface using sand other than that it somewhat stays constant in what is used throughout the level, those objects are stone and dirt blocks, water that slows down your movement but also allows you to move more freely while underwater, bubbles that take some time to pop but act as timed platforms, breakable walls that have two variations, the iron that has a wheel to indicate where it is and the rock one that uses broken rocks to show where it is, anchors that act as platforms but will drop when the player is in their range, ladders, spikes and torpedo platforms that act as both level hazards and as a level mechanic where the player will hit a switch to launch the platform. The enemies that appear in this level are a sea plant creature that fires energy balls that can be deflected with the shovel blade, two variations of the hermit crab, a metal one that won’t retreat when hit and a regular one that will, electric eels that will appear as soon as you get close to them, manta rays that swim back and forth, a sea mage that floats around firing energy balls at you that orbit him a purple variation of the knight that approaches you to attack and will block your attacks if timed poorly, a large angler fish that has smaller baby angler fish that fly out its mouth and towards the player and the level’s boss that is a man in a diving suit with an arm cannon that shoots out an anchor which he can use to swing around the level. The Iron Whale creates a water themed level that helps create a sense of exploration and discovery thanks to the level starting from the submarine and allowing the player to descend to the bottom of the ocean. This level makes me think about how I can make the player feel the sense of discovery and exploration for my level and how that can effect how the game is played.
Sonic The Hedgehog 3 & Knuckles – Angel Island Zone
Angel Island Zone is the first level of Sonic The Hedgehog 3 & Knuckles and is the forest themed level of the game. This level acts as the tutorial level for the game as well as a way to start the narrative of the game with a small cutscene that leads straight into the level, this level also splits into two different versions, the forest area that most of the level takes most of the time in and also an area that is on fire. The colour scheme for this level is green, brown, blue and orange to create a forest that covers the mountainside. The background for this level is a large forest that expands into the distance where an ocean can be seen as well as a few small islands as well as a few parts that are mountain sides with a few waterfalls and vegetation on them. The foreground contains a grass layered floor that covers dirt, a few spiky plants, some palm trees with coconuts, spikes, rocky ramps, a vine zip line and walls that are created from large leaves of bushes and trees. The enemies that appear in this level are a monkey that throws coconuts at the player, a rhino enemy that charges at the player and a plant that spreads the fire from its top. Angel Island Zone helps set a standard for how forest levels should look creating an exotic and tropical feel by adding foliage that is overgrown, and a colour scheme that makes you think of real world places like Hawaii where they are known for the exotic island. This level makes me think about considering my colour choices when creating my level like this level does by choosing bright colours that help create the tropical feel.
New Super Mario Bros – World 4 – 1
World 4 – 1 is the first level of World 4 in New Super Mario Bros and is the forest themed level that we will be looking at and like the other Mario Bros levels it is a linear designed level that gets the player to go from point A to point B. The colour scheme for this level is green, blue, brown, yellow, purple and red to create this forest level but also adds a to the level by making the water poisonous. The background for this stage is a seamlessly looping set of trees with vines that hang off of them with bushes that contain red flowers in those bushes. The foreground for this stage contains a dirt ground that has a small layer of grass that has a few vines that flow down into the poisonous water, there are also yellow question mark and brown brick blocks, small platforms that fall if stood on for too long, wooden blocks and a blue sea creature that acts as a platform to travel over the poisonous water. The enemies that appear in this level are the goomba’s that continuously walk forward unless their path is blocked and can be defeated by a stomp, the red Koopa’s that wall on a platform back and forth and will retreat to its shell and finally there is a spider enemy that hangs from its web and moves up and down on the web to get in the players way and will be defeated by a stomp. World 4-1 creates a jungle themed world by using slightly washed out colours and adding a sense of danger thanks to the deadly poisonous waters that create a feeling of being scared and risky when exploring this level. This level makes me think about colour and how it could change the properties of different objects to make them seem like something else, I will also consider how I could use it in my level.
Shovel Knight – Troupple Pond
The Troupple pound is a small area in Shovel Knight where the player can go to fill up their chalices for temporary upgrades and health potions to help them on their journey and is jungle based area of the game. This level doesn’t contain much apart from a small pier in the foreground and a large tree in the background that is surrounded by paper lanterns, tall grass, water and large background trees to create the forest that surrounds the troupple pond. The colour scheme for this level is green, blue and brown. There aren’t any enemies in this area but there are the troupple and the troupple king that will dance for you when you first enter. The Troupple pond isn’t exactly a jungle level but it does create a feeling of being in a jungle where you would be lost and concerned on first entry. This level doesn’t make me think of anything in particular but it does make think about the life that would fill my level will life to help create a lively world.
To further understand the effects that level themes could have on a players emotions, I have created a mockup image of each theme in my own pixel art style to ask my peers if the theme affects them in any way while gaining feedback on my work to further update and improve my work before I create my final level assets for my final major project.
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http://www.mariouniverse.com/maps/ds/nsmb (17th April 2017)
https://www.youtube.com/watch?v=fIgB9ywmHvM (17th April 2017)
https://www.youtube.com/watch?v=pUevbch2tAQ (17th April 2017)
https://www.youtube.com/watch?v=hNhD_DE36dA (17th April 2017)
https://www.youtube.com/watch?v=V7IybLIBaBQ (18th April 2017)
https://www.youtube.com/watch?v=hc0wzENLAvw (18th April 2017)
https://www.youtube.com/watch?v=jawOF5l-bkA (18th April 2017)
https://www.youtube.com/watch?v=ypUhx9Ysbe0 (18th April 2017)
https://www.youtube.com/watch?v=q9NHdh9t-ow (18th April 2017)
https://www.youtube.com/watch?v=5zrYC1CBHdE (18th April 2017)
https://www.youtube.com/watch?v=juz5A-pA8JE (19th April 2017)
https://www.youtube.com/watch?v=-S4Qd6gO5lY (19th April 2017)
https://www.youtube.com/watch?v=v8CjOk7SJRE (19th April 2017)
https://www.youtube.com/watch?v=jRTJUmbBDog (19th April 2017)