Been working on this for about 3 months now, felt like making a thread for it for whatever reason so here it is.
Current plan for this is to just design some levels (going for 40 to 50 levels total), no bosses or any real plot since I have a lot more fun designing levels so I'll just stick to that lol. Still not sure on what I'll be doing with the OW since I won't be making the levels in any particular order and don't really have any world themes planned so far, but I'll figure it out eventually.
The aesthetics are just so nice on the eyes. Despite how simple SMW is with its rather inconsistence style it really does seem to stand out in these screenshots.
The addition of the Beta Sharks is really cool too so I hope that you'll use other prototype elements as from what I have seen from said leaks there are a lot of things to work with.
Cut the fire snakes for shorter hopping sharks. Will probably still be using them in a future level since it's a fun sprite to mess around with, but I felt they didn't really add much to this particular level lol.
The progress shown so far looks really cool, I especially adore the mixture of vanilla and custom graphics. It all meshes great together, and the aesthetics are like the cherry on top of what I can only describe as a ROM hack cake. The level design appears to be quite fun as well.
40 to 50 levels in total sounds very ambitious, so I wish you good luck with this project of yours!
I love how the level is coming along with all the little details as well as not going for conventual desert gimmicks when it comes to designing the level.
As always I'll be happy to see more progress whenever it comes.
Spent most of this week tweaking a few setups on the first level I've shown here, Fuzzy Peak (tentative name). Here's a video of it since most of the new levels I've been working on aren't really in a presentable state yet lol.
I have nothing to comment gameplay-wise, but I suggest using line guide graphics for the Mario-only blocks so that it looks nicer, because the graphics you have used don't really fit the environment that well. Or better, just use line guides themselves.
This is what I like to see when it comes to level design, especially for more traditional level designs. Everything that has been showcased has a purpose and how the ideas presented naturally evolves with each screen without necessarily breaking its flow. I like what I see.
-------------------- On Pixel Art Requests: I generally do not accept work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that.
-I also do not accept speculative work as I do have various art I made on-hand with me.
-I am more receptive to equivalent exchange of resources in which case, you can DM me wherever I have an active presence on for the details.
-Other times I'm availible for your project is C3 request threads I may run.
Thanks for the comments! @ the sprite-only blocks, I probably won't be changing how they look on the Fuzzy level just to keep things consistent throughout the hack, but thanks for the suggestion regardless.
Here's a small preview of the next few levels I'm working on, a castle level with slow falling Thwomps and an autoscroller forest level. Both are still massive WIPs, the castle level in particular since I'm still not sure on where I want to go with it aesthetically or how I'll work out the obstacle progression lol.
Here's some more progress on the autoscroller level, Slow And Steady, now about halfway done. Not entirely sure on what to do with the second half yet, was planning on just using a faster autoscroll speed but the Sumo Bros. don't lend themselves too well to that.