Can I just say...
This seems like a good idea, but can you please try to make it fun to play (at least for the most part)?
For example, keep the blind jumps relatively close to the start of a level or a midpoint entrance, and so on?
Also, try to keep it not savestate-required? If it is, it may cut out a significant part of the potential audience... (Or maybe have a supposedly savestate-required part, but also make it possible to fly over the level or otherwise easily break it.)
This also goes for requiring frame-specific glitches (such as block duplication or double carry).
Also, the deadline seems very short considering that it may take time for people to decide to sign up. Maybe there would be more participants if there were more time? (It can take time for people to decide to participate.)
I would volunteer to make something, but as I am currently trying to make a full-length joke hack, I would prefer to use my level ideas in my own hack. (My hack is a serious joke hack, if this make any sense-- meaning it intentionally breaks a lot of guidelines, but I'm putting a lot of effort into it so it will hopefully be fun when it's finished. Note: For SMW, full-length is at least 7 worlds, though my hack will probably contain at least 8 1/2 worlds.)
So, can I offer a few suggestions...?
- Include an unedited Yellow Switch Palace-- a lot of not-well-made hacks do this. (If you have other plans for the Yellow Switch, you can replace the switch with a ? orb (make sure to use the wrong sprite graphics, of course).)
- Try to regulate the number of level 105/106/103/102/101 edits-- I have a feeling there will be too many if they are not regulated. (It's pretty rare for a hack (other than TSRPR) to contain more than one blatant level edit of any given level. Two of three blatant level edits of the same level should be OK, though, for a joke hack.)
- Also, have blatant level edits all over the place, instead of having a few people volunteer to make them.
- Have different glitches in different overworld maps-- one of them can be completely glitched like in Error 52's screenshot in the other topic, one of them can be unmodified, one of them can look normal but have glitched events and levels in the wrong terrain (e.g. a grassland in a castle, a forest in the water), one of them can be completely bland, and so on.
- Make sure to arrange the levels to have no difficulty curve (though this is basically a given in team hacks anyway).
Also, if Mario dies in the title screen demo, but the demo ends before Mario falls off-screen, the demo will restart with the Special World music playing. Just a suggestion...
And another suggestion-- use a lot of message blocks, they make joke hacks much more entertaining. Try to make sure every level contains at least one message, unless there is a good reason for it not to. (If the message block destroys Layer 3, all the better!)
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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3