Finished! It was a great hack with some asm twists and aesthetics that make the levels different. A question: I'm guessing this hack takes place before the events of a new Luigi's Misadventures 4 or is it something different?
Also I found some funny references.
Issues or nipticks found:
The first cutscene uses vanilla music, though I guess that's going to change in future demos:
Also this is a bit anticlimatic, but I guess it's going to change in future demos too:
While Waluigi appears on the top of the screen, in the overworld Mario appears:
Very minor cutoff in Spring Ghost House:
Another minor cutoff in
#3 Greta Thunberg
In Na-Huw Mines and Mole-Biden Rocks you use the same sublevel for their secret exits, and it's possible to swim under the level and mistake the exits, maybe you can use a patch or put something that hurts, don't know:
No softlocks were found.
I like it so far, looking forward to the next demo!
Finished world 1 (9 exits found). Will do world 2 later. No major issues found. I found some grammar errors in the cutscenes. Though there are other things which N450 mentioned which I didn't mention here (such as Mario in the OW).
Bonita Hills 1:
I'd replace these remake parts with actual original design.
Slowdown happens for a second in these parts.
Change "reminds me a certain" to "remind me of a certain".
Add a "the" between "face" and "consequences".
The song you use here (DuckTales - Amazon) doesn't fit with beach themes. If you look at the submission page, you'll notice there's no beach tag.
#1 Kazuki Yukasa:
I'm unable to swim in the waterfalls, I simply fall to my doom. Is it intentional?
Change "written Miracle." to "with Miracle written on it.", and "understand the meaning" to "understand its meaning".
Change "add in his" to "add it to his".
The course clear scorecard shows "Lives", as it shares the same graphics with the status bar lives text. Use a status bar editor instead if you wish to keep the "Lives" text in the status bar.
Well, I tested your hack without much expectation, but I gotta to say, after playing all your previous hacks, I felt that your level design has improved in some way. Before pointing some things that need to be fixed, I'll list some stuff I liked.
I found a really clever idea that the Fortresses of this hack make "reference" to the previous hacks.
This is a very simple, but nice boss. Well done.
I don't know if it someone made it already, but I found kinda neat this balloon mechanic from DKC2. Very nice.
I'm really glad you're using one of my rips.
THINGS THAT NEED SOME IMPROVEMENTS
Bonita Hills 1 :
Now, for the first critique I have. I agree with Green Jerry and I think that the first stage shouldn't be remixed SMB1 - SMB3 stuff, since people already played these games for almost 30 years. I suggest to change the first level. Homages to your previous works are fine and neat though.
Green Jerry mentioned slowdown in a previous stage of the hack, but I found slowdown in this aquatic stage. I think it may be because of two reasons : or the HDMA wave that you're using or is the limit of the sprites in the screen. Are you using FastRom? If not, I suggest to apply it in a clean rom and move all your stuff to it.
I don't understand what you are trying to say in this message. Please rewrite it, the wording is confusing.
Invidiary Meadows and Southern Forest:
Burner's Man theme doesn't fit well with these stages. I suggest you to put another music, althought, this is not an issue at all, just an opinion, so, just take this with a grain of salt.
"I never thought you would have made it this far!"
Change "written hope" to "with hope written in it".
Change the last phrase to "Again, Waluigi didn't understand, but..."
"He decided to add it in his top secret inventory!"
Stood-on Panic :
Change the "can" for "will" and the sentence will be correct. Instead of "Check the moves", I suggest you write "Check how they move!"
Greta Thunberg :
Change "would" for "can" or "will".
I don't like that these enemies are near the boss room. I was caught by surprise and died, because of them. I suggest you to avoid that kind of stuff. It was a bit cheap.
Change "a disk written Miracle" for "with Miracle written in it".
So far, the hack seems promising. Can't wait for the next demo.
Well, I played the second demo. So far, the story is getting very interesting and you addressed some grammar issues that I and Green Jerry mentioned. Level design-wise, there isn't much I can say. You really like difficult setups and new gimmicks.
However, there's some issues you need to address.
Before I talk about the issues, here's some stuff I found very nice in this new demo.
The implementation of the ground pound is great. It works way better than your old shake all the screen ASM. Now the level flows a bit better, and also, it's more intuitive to do a ground pound than press up while midair. Good job.
This mechanic is very creative and well implemented. And very challenging. A bit cruel, but I like it.
SPRING LAWFARE 2
A more calm level with focus in collecting coins. I loved that. Great job with it.
OUTDATED MESSAGE BOX
Since you added a new mechanic in the place of the old one, you should update the message box to explain about this gimmick.
POWER CITY. LM1
I can skip the secret section by just swimming, cheesing your challenge very easy. one solution I propose is to add an air meter in this oil liquid, so the player is discouraged of falling in the oil and must cross it via the hazards you put in. Just point that out, since I avoided all the traps so easily.
CASTLE 3 - GRETA THUNBERG
Please put another powerup block, because this is the only boss you get only one block before the fight. Would be way more fair, since you plan to keep these nasty Mega Man 1 enemies. At least, two blocks of powerup so it's consistent with all the others castles.
Instead of "get", you should use "got".
I'm pretty sure you mean "This is a vanishing block", instead of "This isn't a vanishing block". Fix this typo.
Instead of "would", it's "will".
The correct would be "I wish that the Turner family was here too!"
Also, you need to rephrase some message boxes I mentioned in the previous demo. At least, fix them when you release the full hack, since it's a demo, for now, it's fine. But be aware with typos and grammar mistakes.
TRUMP CARNIVAL 1 AND 2 (SUB-AREAS)
I don't know if you are using the background that I ripped or if you ripped it yourself, but there's tiny cutoffs in the clouds of these high sections.
CASTLE 5 - DINKLEBERG
Dinkleberg's face is glitched. I assume that the tilemap of the sprite or that you changed the order that the graphics are stored.
And, I guess that's it. Very great demo. Can't wait to see the final game. Your level design has been improving so far.
Played the third demo, and yeah, some of the grammar issues weren't fixed at all, but since you said that will do it later, I'll trust that in the hack release all these grammar spelling problems will be gone. With that said, let's start with some suggestions that I think that can improve the experience a little bit. I don't have too much to add this time. And yes, Dinkleberg finally works, yay!
SUGGESTIONS (not flaws, per se)
I think it would be nice if you changed level 0 and level 100 foreground and background to the one you use in bonus rooms, since players will be getting a lot of lives by star points. Your hack is more on the hard side, so consider giving this room a consistent look with the rest of hack.
I always found funny how this big guy dies in one fireball. Why not make it like the Dino Rhino and Torch family? Dino Rhinos being immune to fireballs, while Dino Torches die very easily. It would help a lot these jumpy bois to be more of a threat.
YELLOW SWITCH PALACE
Replace the Porcupuffer of this level with a fireball-resistant one. It would make the stage more challenging.
THROW BLOCKS GENERATORS
As someone who played almost all of your hacks, except two. I think that's a recurring problem. In the Luigi Misadventures series, often I cheesed bosses because there's no cooldown in the throw blocks generators, so I thrown them up like crazy. Your bull boss from Luigi 3 suffers from that, so I suggest you add something like a cooldown, if you're going to use throw blocks against any mobile boss. It does not make the fight with Dinkleberg easier, but I wanted to point out because I cheesed your previous hacks with this method.
I don't remember if the lava stuff happened in the earlier demos, but that's neat. The player can't simply go swimming now, so, nice job about that. With that said, you forgot of avoid cheese in one point.
In this specific area, the player can pass the spikes just by swimming in the oil. Just put the blocks you used early and you fix that in no time.
RED SWITCH PALACE
While you fixed these sub-areas from Trump Carnival, you forgot to do the same in background of the Red Switch Palace. It's another fix easy to do. And since I forgot to make a screenshot of the stage, I'm using one of Trump Carnival 2
TRUMP CARNIVAL 2
These bouncing blocks make no sound and I find it really odd. Fix that, because the sfx is an important part of this gimmick.
COLOR OF THE BERRIES
You forgot to change the color of the berries in this area, they're not blending with the tree, because of the green color around them. Another thing that is easy to fix.
You need to fix the area that don't show in the layer 3 to avoid it to show these cutoffs when beginning a level in these two submaps. I have an suggestion. Try this fade-in made by Ersanio.
And I think that sums up all the feedback I have. This hack has a better curve than the previous ones, even with some of the setups being a bit evil or nasty, overall, it has been a wild ride. Can't wait for the next demo.