MAKE A GOOD MEGA MAN LEVEL CONTEST 2http://magmmlcom.ipage.com/
Oh BABY do I have a lot to say on this one. I had a TON of fun playing this one from start to finish and I kinda remembered why I love Mega Man, found my artistic spark for pixel art, and I've fully committed to the idea that i'm going to enter this competition next year as a level designer.
I know Mega Maker is a thing that also happened this year and the tech there is DAMN impressive, so I have to justify this package and what exactly seperates it from a Super Mario Maker-esque free-for-all Vs. something more tuned.
For the uninitiated, Make a Good Mega Man Level contest 2 is what it says on the tin; Members of the Spriters Inc community gathered to host a contest using an engine made in Gamemaker 8.1 and with a library of pre-made assets available. the community voted on Mega Man's loadout for the contest, and then were tasked with making levels that would go on to be individually judged by members of the community chosen to be the judge panel for the contest that year. each judge scored each entry out of 50 points, and those 5 scores were averaged to determine how the stages were ranked.
If that was all there was to this, I'd say that this wouldn't be worth your time, but there's SO much to this whole thing. there's a hub-world packed to the brim with secrets, goodies, shops to spend bolts, NPCs to talk to with funny dialogue, bosses to defeat, some of the most crazily stacked boss rushes you'll ever play, and other little activities to help bridge the content of each wildly varying level!
obviously, there are some bad eggs among the bunch that were submitted, and the judges made each of these levels skippable via a teleporter, with no punishment for skipping over a level that's long, hard, or just plain frustrating. it's stilll fun to try these stages with no real pressure of actually beating some of the trashier entries.
the stuff that is good though managed to challenge my expectations and left me in awe with how much fun or creativity went into some of the truly good entries into the competition.
Of course, the levels have all sorts of collectables in them. energy elements serve as Power star-like end of level markers that eventually allow for access to 2 sets of end-game activities in the form of a robust wily castle designed by the judges, as well as a final set of levels made by people involved with the community that didn't enter this year's competition for one reason or another. There's also the Star-coin like Noble Nickels, which can be traded in to Knightman for various goodies such as a fast travel device, extra costumes, and items that make the weapons cost less to fire, etc. The reward for collecting all the Noble Nickels is WELL worth the effort, I'd say.
Then there's also the Pit of Pits, a 120 floor pit of 100 trials style 'endless attack' mode that is a seperate set of user submitted rooms.
Given the already stacked 81 Mega Man levels just from the levels that were a part of the competition and all this content on top of it, there's a LOT of Mega Man here, and a lot of different interpretations of what makes Mega Man good and what one can do with a Mega Man stage. I somehow did not burn out on this. I loved every bit of it. I friggin' made a custom skin for it! that's how much I've been enjoying this game from top to bottom. I even played a fair bit of it for a twitch stream!
(footage not from the actual twitch stream... nor of a very good level from the competition)
If you have any real love of the blue bomber, and want a game that will last you some time, and you can approach the individual levels without them reflecting poorly on the whole, I'd implore you to check this one out!