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Super Swunsh World by ChrizStylez

File Name: Super Swunsh World
Submitted: by ChrizStylez
Authors: ChrizStylez
Demo: No
Featured: No
Length: 11 exit(s)
Type: Kaizo: Light
Description: This is my very first Hack for SMW dedicated to my Friend Swunsh_.

-Short Level (Between 6-9 Screens.)
-No CP because there is no need for them.
-Shell knowledge required.
-Make yourself ready for some fast Inputs.

Thanks to Nowieso and Swunsh_ for helping me out in Lunar Magic.

For all those out there, who have trouble with any section you can watch this Clearvideo. But keep in mind that you might see some Spoilers!

https://youtu.be/mdk6CytJ5ZI
Screenshots:
The main reason for rejection is that you've already expressed interest in submitting updates, but I'll try to be as detailed as I can so that the next submission can be the final approved version.

In your description, calling the levels short due to their length in number of screens is a bit deceptive, as pretty much every level uses two screens of height and involves some movement up and down the screens as well.

Remove the "No Kaizo Blocks" from the intro text, as there are plenty in the last cape level.

The very first jump in "Warm Up!" starts out a little blind, and you can actually hit the enemies in an unintended order.

Plumber Scroller - it doesn't seem like there's a reason for this level to be two screens high. This makes the camera constantly move up and down which hides some obstacles and increases blindness. The water tiles at the end also need to be either indicated or removed, as they are just as invisible as air. I'm also not sure of the level title here as the level isn't an autoscroller, unless it's referring to the timed platforms?

Sunset Disco - this is another level which can be reduced to one screen of height... it's not until about 5 screens deep where the top half is utilized. It could also use indication for the block juggle since indication is used so much everywhere else, otherwise you're subjecting the player to deal with clunky sprite interactions until they figure out a way around it, with no indication.

One Time P-Runner - again, doesn't need to be 2 screens high and some blindness exists because of that. This is just my opinion, but I think you need to allow more space between item grabs, especially since releasing the sprites will slow the player down when max speed is needed to clear most of the obstacles. Releasing the shell and still making the bounce off the kicked throwblock is *extremely* tight here.

The Great Wall - I actually really liked this one. I'm not sure if the spikes around the orb are death spikes, but if they are then they should match the graphical texture of other spikes used in the level.

Chase the Snake - Pretty solid level, could definitely be reduced to one screen and/or have vertical scroll disabled.

Swunsh Got A Friend - Cool idea here. It doesn't affect anything, but this level is also 2 screens high and doesn't need to be. Just seems silly that it is because of the screenwrapping. I would just say to be consistent if you're going to use indication because a number of obstacles had no indicators while other similar obstacles did.

Swunshy Star - Fine as is, just remove the diagonal ropes since they do not behave the same as the solid rope at the end and are pretty distracting. I would prefer a more transparent or dotted-line noteblock graphic for the platforms since they're not too far off vanilla, but you don't have to change this.

Skill improvement - The grey on grey palette here needs touched up so that either the background is darker than the foreground or vice versa. The behavior of the glass blocks isn't made clear to the player before they're used here. Also the indicators are a bit messed up and for some reason the chains are vines. I was able to grind out a strategy I later found out to be unintended for quite some time. With that said I would restructure the first two screens of the level to at least be more clear about what needs to be done.

Learn to Fly - I would honestly just delete this level. The entire basis is around a janky fluttering UberASM with zero explanation provided and inconsistent indicators. The player has to know things like the cooldown of the flutter to clear certain obstacles (which by the way, can be abused by pausing the game), the height of the flutter, how the flutter behaves when interrupted by a ceiling, off a sprite, etc. I see what you were going for but going in blind with no experience with the custom flutter patch is a nightmare.

Now Fly Away - This seems almost plagiarized from Fly Me To The Stars. While it's certainly okay to take inspiration from other hacks, it felt slightly excessive here. The #1 sin committed in this level is that tiles that grant you flight need indicated, as well as tiles that boost your speed. It's not indicated when you grab cape, when you come out of the pipe, and when you get launched at the end. You can sticky fly under part of the level to skip some of it. A blue coin indicator is needed at the intended spinfly. Kaizo blocks are entirely unmarked. Based on the design, I'm not sure you have an understanding of how some of the cape phases work and how they affect your dives (and that's fine, few people do), and as such I would recommend reducing some of the tightness, namely around the naked koopas and the tunnel towards the end.


Apologies for the late write-up but I hope you are able to take my words constructively and not degrading. It's quite impressive what you were able to whip up in such a short amount of time. I look forward to the final product.