Mario and his new companion Moonlight are storming a floating fortress when they discover that King Boo is back and with a vengeance. This time, he has kidnapped Kirby from Planet Popstar and is using his body for some nefarious purpose! With some unexpected allies met along the way, Mario and Moonlight are determined to make this the journey that will destroy the wicked Boo once and for all, and to hopefully save the pink puffball as well.
For a complete list of changes in this version, check out the changelog included in the ZIP!
Moonlight is a cute character, and it's refreshing to see a romhack without bowser (I'm just done fighting him as a final boss, he's done so much in romhacks and mario games in general that he's just an anticlimax)
I couldn't figure out how to get to the house on the first world, I tried every pipe?
Also I didn't get every secret key, I imagine it opens a new world/level?
My only complaint would be... the fire guys in the forest level on the first world are a bit on the difficult side for a world 1 enemy. That's really it! The story, level design and music were great!
Shame Mario Makers don't offer the freedom to make OC's and original backgrounds/sprites. This romhack is a great example of something mario makers just can't do.
Honestly, that never really came to my mind when I wrote the story... but you're definitely right. I apologize for the trouble you had reading some of the dialogue! I feel bad now... but I will take this into account while working on the next project I'll release here.
Thank you for you help =] However, I was finally able to find the last key before reading help (it is the #6 in your list and is indeed the best hidden one ^^)
I would just tell you a last thing I forgot in my last post : as we can see in game text, you have a high english mastering level, which is surely a wonderful ability. However, in your game you put a very large amount of text (because of the scenario). This is not a bad thing at all, but the fact that you use difficult/refined/slang vocabulary very often (for example : balderdash, slammer, mosey, unfathomable, nigh, etc...) may be very difficult to understand for non-english (maybe even non US) players.
I am a non-english native but learned english at school and continue to learn new things every day, and I really like to learn some new words while playing a game. However, in your game plenty of texts contain uncommon vocabulary words (for me, but surely for others too), ending me searching for long minutes on online translators, which broke a little the joy of the scenario.
I am not telling you to write your text to fit non-english native players and/or weaker ones as english is the official language and we have to be strong enough to understand it. However, as there is a very large amount of text maybe would you, in a future game, just lower a bit the vocabulary level ? Doing this your game would for sure become even more enjoyable for all the community =]
But let me thank you again for all your work, it is awesome =]
A wonderful game with a great story and very nice ideas, especially the implication of the 4 bosses once beaten, witch adds a very cool note to the story.
The fact that we play alternatively as Moon and Mario is very fun too =] and the game is so well designed !
I was able to find all 35 exits but I missed one key... I replayed all the levels but couldn't find it. I surely couldn't find it, but may there be a problem with this last key ? Indeed, all keys are quite easily findable as there are visual clues in the levels to find them, but this last one ? Maybe in the last ghost house, there are some low platforms under the upper ground(where fishing boo is), but there is nothing to collect here ? I am quite sad as I couldn't 100% the game due to this...
But overall it is very well made, so much work put in it ! Maybe just considering put a little tag in levels names containing a key ? ^^