The majority of these were filled out over the years but I don't see myself making it to the end of the alphabet (sorry ZAPAZOIDS!).
23 months and 2800+ levels later, the above statement is no longer true.
If playing every level on knyttlevels.com is a marathon, I am currently about 10 steps away from the finish line. My legs feel like jelly, I've had a rock in my left shoe for the last 12km, but there's a smile on my face. About 60 levels have been released after their respective posts, so those ratings will come in the final wrap-up post when I can officially say that I've played every level on knyttlevels.com. Until then...
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The usual disclaimer: I don't consider myself an authority on what makes a "good" level. It's a lot easier for me to fill in a single letter on a spreadsheet than spend hours making these levels so if a particular grade seems unfair
I am more than happy to give more in-depth thoughts on any particular level. As always, these ratings aren't meant to discourage anyone or be harsh. Making a level always beats not making a level.
What each grade corresponds to: OUTDATED Obsolete versions of levels (see newer version for review)
N/A Tileset showcases, demos, etc. that can't be judged for gameplay
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F Broken / flawed to the point of unplayable
D Severe issues (see criteria below) that makes completing the level unenjoyable / will not replay
C Average levels / no strong feelings one way or the other / good aspects counteracted by flaws
B Great levels that are replayable, or great level concepts
A Must-play levels
Things that may negatively impact grade (-): Broken levels
Random tile or enemy spam
Excessive "hallway screens" that pad-out level with no challenge or noteworthy visuals
Unnessesarily long walking period before recieving run powerup (unrelated to challenge)
Arbitrary hidden spikes / invisible death tiles
Wall clipping on screen transitions / void pits
Poor distinction between foreground / background tiles
Poor save point placement (e.g. save point > multple hallway screens > challenge)
Surprise death by environment/enemy immediately on screen transition
While playing each level, I've considered its gameplay (challenge, platforming, puzzle) , art (quality of assets/tileset), worldbuilding (unique lore, worlds that feel "alive"), atmosphere (mood), music, and storytelling. My ratings are gameplay-forward, meaning, for example, that a "fun to play" level with average graphics typically will be rated higher than a tedious level with great graphics.
I'm biased in favor of (+):difficulty: hard / very hard
genre: puzzles
art style: simple and stylized (e.g. Hostile Landscape) can score just as well as 'realistic / heavily detailed' art
mechanic: use of minimap
I'm biased against (-):genre: mazes
genre: massive exploration levels
Without further to do...
SPREADSHEET: https://docs.google.com/spreadsheets/d/1v-uHb33VGBn20NcF-JZE0YhRgCWnN_aptWlVVhLk9Aw/edit?usp=sharingIf you are unable to sort/edit due to the permission settings, feel free to make a copy of the sheet.
Stats (Imgur): https://imgur.com/a/f7Q62KASorted by grade (Imgur): https://imgur.com/a/flxfke1Sorted by author (Imgur): https://imgur.com/a/ECfbBHs-----