My VLDC submission is a difficult cave level based on the eater block. No exgfx at all (yay!). No secondary entrances used (yay again!). Only 2 new custom blocks, the upside-down piranha and the double-ended piranha. Another custom block is used for the optional switch palaces and the life farm room.
The ending part is easier than it looks. The spin jump there was on purpose because I haven't completed anything past the door yet :p
I tried implementing a reset door, but it would have to be out of the way because the regular door is at the very edge of screen 09 and the very left edge of 0A (I've applied exits to both of these screens so that you can't get into an undefined exit). So the door/pipe would have to be on screen 08. I decided it wasn't worth wasting a secondary entrance on this.
First of all: sorry for the delay (I was playing the level yesterday when a strong rain along with high-noise thunders fell over my city). Anyways, the level is tested.
Where I can start? Let's talk about the design first.
I really like your design. The challenges are very clever and well thought. Also, I had a good amount of fun, so the design already conquered me. However, a thing that annoys me is the difficulty. This level is REALLY hard (I needed to use savestates and rewinds because I got too frustrated). It starts out easy, the in the screen 04 it takes a big boost in the difficulty and stays at it for the rest of the level. Also, some obstacles need so many precision that less experienced players (like me) will lost even before they figure out what they need to do. Even though this isn't sufficient to create big deductions on your score, that's something that you could take care of... or not.
Now, to creativity. This level is creative. Eating blocks are common, but here, the creativity is in the WAY about in how you used them. Even though the obstacles are hard and need fast thinking, they're still really clever and well thought. Congrats.
And, the aesthetics. This is a thing that you could look on. Some decoration (and custom palettes in the first/third areas) would help a lot. The palette in second area is pretty, why don't you use other colors in that areas I already pointed out? Also, you could mix tilesets in to give a more unique feel to your level. Aesthetics aren't all, but the judges can deduct some points here that will make a big difference on your final position.
About technical issues/problems, I didn't see any. The only strange thing imo is about that red question blocks before the midpoint. What are their function?
To finish, I'd like to say that the secret exit is very well hidden. Nice work!
Veredict: creative, but difficult level. Even with the rewinds/savestates, I would play this again.
I haven't played the level yet (I will soon), but after watching the video I can definitely say that this level is super creative, but it may be a bit too difficult for some people. And the difficulty would be okay if it wasn't as long as it is. The thing is, you can't really make the level that much easier.. it's just the way the level is set up. I agree with pedro, you should change the palettes to make them custom, or have it be entirely vanilla palletes (which is okay too). It feels odd having only one room have a custom palette. You could even do something simple like add little crystals in the walls or add the bones from dry bones to the ground (which is all super easy to do).
Besides that the level is great. I really liked the part with the sparky in midair and using the flying brown block to push Mario through the turnblock.
Thanks for all the praise! The red blocks are there because I didn't want Mario to be able to go through but wanted the throw block to go through (via bouncing off the flying block).
Also, where can I find crystal graphics or dead dry bones?
I'm gonna assume you're familiar with YY-CHR already, if not, there are tutorials in the tutorial forum.
So the crystals are found in GFX file 2C. So you can go to and choose 2C for a FG tile and there should be little triangle tiles in the top right corner (go to ) that you can easily make look like crystals. Here's an example of them in use (this level also has lots of other unique aesthetics for a cave level).
The bones are a lot easier to put in the level, and they're found in GFX 12 and 3.