Tip: A common level trope to avoid is "item babysitting". This involves forcing the player to carry P-Switches, springboards, or other items all around the level. Usually, this doesn't end up being very fun or engaging, so use another level gimmick if you can.
Both exits activate the "storyline info" level, and I can't seem to go right. Is this intentional?
That is not supposed to happen. I'll fix it in the next version.
Both messages say the same thing on purpose, but I'll replace the second with a cement block later.
Originally posted by ordi
The level design is really boring.
One easy Bullet Bill ride, and the rest only some Kooper and springboard jumps.
That IS pretty boring. I see your point.
Originally posted by ordi
And I don't know why you put the midway point and the two red shells in the level they don't seem to be usefull at all, at least you need the P-Switch to complete the level.
The midway point is supposed to trick you into getting it and then becoming stuck.
The red shells are needed to get through the turn blocks.
Wait, how did you get past the turn blocks WITHOUT them?
Originally posted by ordi
Besides that get rid of the 1-Ups and some of the unnecessary Koopers, because otherwise some of the Koopers don't seem to appear and so you can't beat the level anymore.
Okay. The 1-Ups are useless anyways.
Originally posted by ordi
Even though it's not perfect, the level is still better than most of the average Muncher Hacks so I would like to play the other levels as well.
The hack played out okay for the most part. Nothing was really wrong with it per se, but it was too short and had some common, fixable errors.
Wait, it was too short?
There's nothing wrong with a short game.
Back in the NES days, games were usually only a handful of levels.
Originally posted by cstutor89
Mostly in the realm of too few enemies (in certain dead areas), bad midway point palettes, bad text, a few too many power-ups (particularly in level 1) and some strange choices in design.
Originally posted by cstutor89
SS 2. The spacing is bad here, remove "auto-spacing". Also the text is kind of bad, change to "Bowser has kidnapped the Princess. He requested a ransom of 1,000,000 coins, but Mario is stingy and he refused"
SS 3. Wording is bad and the auto-spacing thing. Here "There is just a blue switch, but what is it used for?"
SS 15. More text problems. "Thanks for playing this demo. Drake and Iggy Koopa thank you. To Be Continued, Drake"
The text looks fine. Besides, it has only a small effect on the game.
Originally posted by cstutor89
SS 4. Enable Vertical Scrolling at Free Will here.
SS 5. Amazingly these blocks don't cooperate here. Use destroyable blocks with shells not turnable blocks.
SS 6. I can't collect this 1-Up for some reason...
SS 11. This doesn't look right
SS 12. Hilariousness
SS 13. Awfully dead without enemies.
SS 16. Why do I have 1-Keyhole Lives? (It's supposed to be a 9).
I agree with ya there, but it's not too bad.
Originally posted by cstutor89
SS 7-9. Bad Midway Point Palettes.
SS 17. Bad palettes on the Yoshi eating a berry:
Those look fine to me.
Originally posted by cstutor89
SS 10. Never found a usage for this Springboard.
So?
Originally posted by cstutor89
SS 14. Was something supposed to be up there with the Used Blocks?
Don't know, don't care.
Originally posted by cstutor89
It's a good start but it needs more substance to be considered something acceptable. I'm denying the other version too because it is the same except for the fact that it is in a different language.
I think it's acceptable as a demo, but it still needs a tad of work before it can be fully released.
Like I said before, nothing wrong with a short game.
At least for me I didn't find the radio that enjoyable for the fact that it was pretty much a crap-chute for what you got, with each DJ having their own style and own music choice.
I find the diversity great. It's nice to hear varying styles.
I mean, you'd like diversity in a hack, right?
As for me, I didn't need to download anything other than the M3U file.
It's a shame that not many people tuned in. It really is.
I wish the radio was on all day long. It is truly auditory gold.
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