Overall
>There's a weird issue with the dash mechanic where if you dash when you die you will re-enter the level dashing. It will be obvious that it happens if you hear the dash noice as you're dying. I put a comment on the patch page showing that this happens, but here's a link to a video of it happening to me
https://bin.smwcentral.net/u/41613/Mad%2BDashing.mp4
>For every level I would suggest not having the death blocks and normal blocks close to the same color. The player wont always know what's safe to wall jump on and what isn't
>Even though there's no visible timer I still died to the level timer
>Players will generally not like this version of the wall kick patch, b/c you can only bounce off the wall once and you have to bounce to the other wall before you can bounce again. I looked at the wall kick asm that's used in this hack, and version 1.1 allows for consecutive kicks from the same wall. Even in the description it mentions why it was changed.
>After playing through the hack I went back to watch your clear video. What I could tell from your clears was that you were able to complete obstacles because you have the builder's knowledge of the upcoming sections. Multiple jumps through out the whole game is blind, and most players will fail multiple times before understanding the obstacles. I don't think there needs to be an over abundance of indicators, but rather minimize the amount of blind jumps throughout the game.
Level 1
>When the player enters the level it's unclear where they have to go. Once you do the first wall jump the only thing in view is the top right pipe and platform. The player is forced to do a blind dash to the right, and hope they can progress. Look at Level 1 Intro.PNG and Level 1 intro 1st jump.PNG
>Since the first dash to the flying koopa is blind I would have a coin indicator to help line the player up for the dash. Most of my deaths pre-checkpoint was because I didn't know where to line myself up
>There's also a spawn issue with the red koopa at the beginning. As soon as the player enters the level the red koopa is already spawned, and is flying. If the player waits too long at the start the koopa wont be at it's proper position to make the jump to the kicking koopa
>There's a spawn issue with the kicking koopa and coinblock section. If the player wall slides in the top section after the first gray platform for too long the kicking koopa will start walking, and by the time you get to the coinblock the kicking koopa will be too close to the coinblock which will kill it when the player hits it. Look at Level 1 Kicking Koopa Spawn Issue for the location to create the spawning issue
>You can also bypass the whole kicking koopa coinblock section. I just landed on the gray platform, and rode it down. Once I got to a correct height I just dashed right, and wall jumped the whole section to the midway.
>In the second section there's a spawn issue with the kicking koopa where there is always a risk of throwing the shell at the koopa
>Because the turnblock under the mushroom is about 1 tile too low I can bypass getting the shell, and just spin jump off of the pirhana to hit the turnblock to get the mushroom
Level 2
>After the midway you can change Mario's direction to face left since that's where the movement takes the player
>After the midway the two saws that are meant for hitting the shell block and the coin blocks are already spawned at the midway. If the player doesn't immediately go after the midway the saws won't be in the right spot when you get to them
>There was multiple times that the final saw wouldn't spawn at all. Look at Level 2 final saw.PNG
Level 3
>Since it's almost impossible to know how to do the dash throwblock section it wouldn't hurt to have a message box
>In the lava lotus section I never spin jumped off of the lava lotus, I just dashed from one wall to the wall with the shell. My next comment is based upon the fact that I wasn't spinning off the lotus
>In the shell section after the lava lotus it's unclear if the player needs to grab the shell or not. It would help the player understand that they need to spin if there was blue coins instead of the yellow coins
Level 4
>It's slightly unclear where the player needs to activate the p-switch, so I would suggest a p-switch indicator so the player knows where to activate it
Level 5
>Both the background and the foreground is too dark, so it makes it pretty hard to see the munchers. Look at Level 5 Background
Level 6
>The player could always dash to the second goomba, and not know they wasted a dash until they get to the spiny section
>After the midway it's unclear at first if the player needs to go down or to the right
>For the last dash before the pipe a coin to help the player line up the dash would help out
Level 7
>Both the background and the foreground is too dark, so it makes it pretty hard to see the munchers. Look at Level 7 Background
>Even though bouncing on the fuzzy 3 times is a good trick the coin indicators wont really tell the player what's going on. This is also an issue because the line guide blends into the background too much
Level 8
>I would make the death blocks a darker color than the normal blocks. They're a little too close in color that might confuse players
Level 9
>After the midway I would have a blue coin to let the player know they need to spin off of the shell instead of grabbing it.
Level 10
>After the midway it's pretty blind to dash to the noteblocks. I would suggest a coin to help line the player up
Level 11
>On the vine section it's unclear weather nor not if the player needs to jump to the right over the vine or if they need to go left
Level 12
> In room 1 a lot of the jumps become blind because the camera scrolls. I would either lock the camera, or make this section only in 1 subscreen boundary to prevent this
I uploaded a zip file with all the screen shots that I took
https://bin.smwcentral.net/u/41613/Streak%2Bof%2BTigers.zip