I Finished this last night and wanted to share my thoughts.
To start with, I really like the custom aspects of it, such as level wrapping and wall jumping. It didn't feel like the game was designed to just show this off, it never felt like just a gimmick. Something else to say about the wall jumps, they were used very fairly, hardly ever needing to use them to pass difficult sections, more often than not it's used to reach Yoshi coins which are optional, so far as I can tell. I like this because it means I don't have to learn entirely new move sets to enjoy the game, yet it's still there for those completionists!
Plenty of custom music, graphics and an entirely new overworld is present too! I love that the game saves after every level so a game over doesn't seem too punishing. Speaking of, the difficulty curve is very well balanced, no spikes that I can think of. I would rate the difficulty very similar to the original Super Mario World.
Now, there were a couple of moments that I would personally like to see addressed if there will be a full release. (fingers crossed there will be a full game!)
In Walnut Fortress there is a section where you have to make a jump off some "green beans" (no idea the actual name of these platforms) and you have to avoid a saw going from left to right, when you make the jump you bonk your head on some off screen spikes which only appear once you land on solid ground and the camera adjusts.
In the section after the checkpoint of "Sesame Fortress" you enter the room with a layer two ceiling layered with a helping of spikes. My immediate thought was to wait the first cycle to see what I was dealing with but sadly when the ceiling drops to the bottom, it doesn't automatically go back up again. A switch a little way into this section is needed to be hit. Problem is if you wait, like I did, there isn't a switch at the beginning so you end up in a particularly claustrophobic softlock. Maybe I'm just dumb for waiting.
All in all I would say those are very minor things considering this DEMO is 69 exits, an insane amount of content for a demo!
Thank you Gamma V for this wonderful game. I'm going on a binge of your hacks now. See ya!
This is not that bad, especially in the low standards I'd have for SMW hacks, but I do think that the wall jump is underutilised. Most of the time, it's an alternate way to avoid pits and all that, and while that's good, it does disappoint that there's not many levels that require the wall jump for anything but a secret or a dragon coin or some bonus.
This hack had enough variety going for it that it kept me entertained the entire time. You did a good job on utilizing the gimmicks for every level and making the hack feel unique in that regard. With a title like Super Luigi Land, that would lead someone to believe there's not much to it, but this is not the case. Definitely cannot wait for more to come!