Hello to everyone! We can call this the continuation of 'dumb'. I enjoyed it very much while designing and I would like you to have fun while playing. Here you go!
Design time: 4 months
Have fun again!
Despite having some challenging setups early on this technical hack starts to turn into something unfair and not fun. It's a shame but hopefully by pointing out some of the issues the hack can be worked upon and improved.
First off we see some Red Stem Piranha Plants which can cause an error relating to VRAM.
Next is an issue with a good amount of sprites been placed in unfair ways or locations that make them appear to be cut-off or floating. I understand working within the limitations of SMW but some of these sprites could do with some tweaks and edits to make them look better.
The hack starts off rather okay for a challenging hack but slowly becomes unfair. Some screens give the player very little breathing room to assess what jump or manoeuvre to proceed with. In some screens the player is literally overwhelmed by the amount of sprites.
I am aware that there are no lives and that means there is no real penalty for death but making to player have to trial and error the level design is good level design.
The usage of Vanilla Assets for Sprites & Foreground is very mixed on what works well and what doesn't. A lot of the time I had to guess what was solid or what was a sprite or what was not. An example would be the "Butterflies" when they are next to foreground details that look just like them. It leads to a lot of visual confusion.
Once again I see what you were going for with making new things out of older assets but a lot of them just look flat out broken or not really effective which is a shame as there are some good uses of Vanilla assets been used as new things.
Some sections like the Goomba Carry section whilst short don't feel too fun at all. Once again it stems from the little breathing room the player has.
The last level I played was the Barney Level. I felt like this level for the most part was just unfair towards to the player which does not mean challenging. It just felt unfair.
You get some indication here and there of where hazards might be with the ! scattered around the level however in some areas they are not present which means falling sprites from above killing you. The part where I stopped playing was at a platform that killed me for some reason. I had to look in Lunar Magic and see that behind the platform are Hurt Blocks which only give Mario a super small frame of opportunity to jump off the falling platform.
How is that fair if they player has no idea that they are there? Yes there are ! next to this platform which I thought meant Spikes or Spinies were approaching like the level had previously used them for.
Overall the hack does have some good design here and there but the rough presentation and unfairness of some levels really holds it back. I hope you can address what I have brought up as I did actually enjoy the early levels.
If you don't want to change the hack that much I'd suggest classing is a Kaizo Light or even something under the Misc.Troll/Joke Hack category.