Name: | Luigi's Revenge! |
Author: | Kaisaan |
Added: | |
Version History: | View |
Demo: | Yes |
Hall of Fame: | No |
Length: | 7 exit(s) |
Type: | Standard: Normal |
Description: | A hack I've been working on for a long time, with lots of procrastination and other stuff... I present to you my hack! Luigi's Revenge! I hope you have fun! Get the user bar here to show support! Check out the Readme file to see what's new in this version! Besure to check out the hack's thread and the hack's IRC channel at #Luigi'sRevenge! (As of 4/23/2016 this hack's version is 1.41) Warning!: when saving your game, the hack creates a .srm file that, once loaded in titlescreen after you reset and replay, freezes the game. Be aware of this, thank you. |
Tags: | asm exgfx music traditional |
Comments: | 31 (jump to comments) |
Rating: |
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Comments (31)
It uses DKC Styled Sprite Status Bar
Edit: Okay, I'll let this pass for now. For the next version, be sure to fix this issue, or it'll be a 100% reject.
The top is ok, but the bottom, It's too dark and needs to be brighten a little bit. So that's all i have to the hack so keep it up! ;)
@YELOW SWITCH PALACE: If I added the second L, the last E won't appear...
@Status bar: Why do I need to keep on telling this, the status bar cut-off is like that, so blame WhiteYoshiEgg, the creator, for that...And the NMSTLP is already added...
You may want to take a look at these errors I found:
- The message here kept unchanged. Not really needed, but you should replace it; that, or remove the castle destroying sequence totally, your choice.
- YELOW SWITCH PALACE. Watch out for typos.
- As you addressed in the .txt, the status bar replacement thing can get buggy at times. Not to mention that I rarely got sprite tile limit errors in the castle level. Do you have the "no more sprite tile limits" patch inserted? This will may fix this issue, have a try.
I gave it a 2/5, but I'll keep an eye on this hack. Keep it up!
@rextep Thanks for the feedback, I'll change the levels more.
Good job!
The gameplay itself is mostly some easy romp, pretty fun and all. Then, I realized most of these levels are edits of vanilla levels - Yoshi's Island 2, 3 and 4, to be more specific.
Luigi's new mobility feels good to control, even though the level design doesn't seem to have many opportunities to reflect this.
The game suggesting the player to backtrack half the level for a 1-up, in the second level, I felt was too unrewarding to encourage the player to explore if any Flutter Jump opportunities arose.
Also, I just happened to enter the Big Boo fight with a Fire Flower, the first time - ended up frying my shells before I even knew what was happening, had to die on purpose.
This demo does not leave any taste in my mouth which would make me look forwards to more demos, or the whole full game. In my opinion, this would have been more beneficial to have this first world demo as a work-in-progress / full hack release instead. Level design and game design are some of the most difficult aspects of creating a game of any form, so if this is one of your first efforts in the fields, you will need all the feedback you can muster. Start with design advice from design colleagues.
You're definitely on some right track, I will have to say, however.