After my previous attempt at making a hack didn't go that well, I decided to give it another shot, this time with a way smaller hack.
Plombier du Fromage is a hack I've been recently working on that's planned to have 5-6 levels and to be hard, but definitely not Kaizo.
Progress has been much faster on this compared to my previous hack and some levels have been completed until the midway. A thread for the hack in the Work in Progress subforum won't probably exist until much later in development.
Here's a bunch of screenshots/gifs of levels currently being worked on. All of these levels are unnamed for now so they'll be referred to with the most basic descriptions.
Planned to be the first level of the hack. First part is pretty vanilla compared to some other stuff later, but the subarea will experiment more with other goomba types (specifically goombas you can't jump on).
Pretty proud of this level's look overall.
Not a lot to say about this one. Was pretty fun to design.
Here's some screenshots of other levels because I'm too lazy to record gifs.
The gimmick of this level is blocks that don't let you jump while you're on them and these lava ledges/ropes/clouds. I might give this level a major redesign later because I'm not too proud of it's current state.
Water Autoscroller (AKA Hell)
A level using the infamous Layer 2 variable scrolling. First level I made and definitely the hardest. This one will probably be redesigned too.
That's all it for now! Look back later for the WIP thread on this hack after a couple of days/weeks/months/millenniums. See all of you later.
These gimmicks may seem simple, but they still look pretty fun to me! Even the setups feel fleshed out despite each level having at least one main focus. I adore the aesthetics too, with the ones for Mushroom Level and Ice Level probably being my favorites. Keep up the great work!
Originally posted by CosmicTiff
I also really like how mysterious this castle looks, the inverted colors fit the bill nicely.
This looks like a very unique hack. It has a lot of charm regarding level design in my opinion and I think it can turn out great. I also like the extra graphics that you added to the vanilla ones. Keep it up
It made me hella sad when you cancelled/paused (?) the last kaizo hack you were working on because you're really good at level design and have a lot of creative ideas, so I'm really happy to see you're still at it! These levels look really well designed and pretty, great job with this!
It made me hella sad when you cancelled/paused (?) the last kaizo hack you were working on
Yeah, Big Beat Kaizo was definitely cancelled and I'm kinda glad it was considering some of the level design there didn't age well. But I'm pretty confident in saying that this hack will turn out way better than Big Beat Kaizo.
Originally posted by Lotica
The setups remind me a lot of Worldpeace's recent VLDC entries, especially with the first level.
Having your levels be compared to worldpeace's levels is probably one of the best compliments you can give a level designer. Thank you!
Thank you all for the feedback and support, I hope you'll enjoy the final product because from what I'm seeing, this might actually get finished! I've been trying work on it as much as I can, so if I don't have any ideas on how to further develop a level I just work on another existing level or clean up GFX, etc... Speaking of working on levels, here's a level I started a while back involving Yoshis and bowling balls. Yoshi's diet now requires him to consume as many bowling balls as possible, but unfortunately he can only consume stationary ones (don't ask me how the dinosaur digestive system works). Excuse the great gramphics for now.
The custom tweaks still feel very much like SMW although until I read the post, I thought that was fromage on the bridge. (Is this a Cheese Bridge Area?) The layer 3 BG in the mushroom level is oh so very subtle too. I can appreciate that the appearance is raw rather than overcompensating for SMW's simplistic graphics with clutter and distraction. The pastels in the ice and mushroom levels are soothing on the eyes. Gameplay looks enjoyable, especially the mushroom and mountain stages. The Yoshi one looks VERY fun. I don't have an opinion on the Goomba or water stages other than the Zelda-style screen shift in the Goomba level does give emphasis to each screen's challenge and this could become a very positive asset to the level.
The tileset hybridization has good transition tiles you drew and I think they could improve some of the more jarring, "flat" transitions between solid sets of grassland and rock ground. I am sure you noticed the mushroom scale sprite ate a bit of the foreground in your gif and have already worked around it. It is also good that you are reflecting on your work and thinking about how to make it better where you feel it's not quite what you want. Looking forward to see how you revamp the ones you're not yet satisfied with and how the Yoshi level looks finished.
Just look above you... If it's something that can be stopped, then just try to stop it!
What you've shown so far looks interesting. I particularly like the Mushroom Level. Its aesthetics are nice and it looks decently fast-paced, while still giving the player room for error. The Yoshi Level is also cool. While eating enemies with Yoshi isn't all that novel, the bowling balls definitely add a memorable quirkiness to it.
This seems like a fun little hack to play. I especially like the mountain climbing level. It's like these "getting over it" MM2 levels, but way more fair and therefore fun instead of frustrating. I wish you best of luck with this project and that you'll be moody to finish this one. You know, sometimes it's better to keep it short and simple, instead of dragging on too much until you can't find any motivation anymore.
Man I can't quite pinpoint it, but there's something about your style that is catching my eye. Maybe it's how fluid the gameplay feels to watch, or the graphics having an interesting style... or a combo of both. I'm digging it!
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