Overusage of those black muncher things are frowned upon to have, and having "cutoff" means like the sides of the water, and how they have no outline to them.
Having stacked black munchers is also frowned upon a bit here. I would play this hack to see how Kaizo it is, but I am busy with a bit of other stuff. From the screenshots though, it doesn't look too hard.
Just to let you know; most of the munchers actually serve no purpose; I just put them there to make it look more kaizo-y...
What I hate though; no offence intended; is how most people judge a game on how it looks and its graphics. It doesn't really matter the appearance of it, just how it plays.
Another thing that bothers me is how people think kaizo is just about using alot of munchers, it's not. its about making a challenging game that requires you to think hard in order to procede.
Just want to put that out there.
-------------------- My sins I'll claim, give you back shed pain
Go find a place for your shame
So you can deal with this thing unreal
No one made you feel any hurt, yeah
You mean the goal sphere? *yawn*
And why would you give me a cape?
Well, what can I say. This is a poor hack if I ever saw one. Cheap, poor, useless Map16 disguises, free capes and Yoshi's, cutoff everywhere, poorly tested jumps. Nope, so far it looks really bad.
As for being constructive: I think it might be a good idea if you played a couple of the hacks on this site, not necessarily Kaizo ones even, to get an idea of what levels are supposed to be like. If you choose to play Kaizo levels that'll give you an idea of what the difficulty is supposed to be like as well, right now this is retardedly easy and silly rather than challenging.
-------------------- Of course you should fight fire with fire, you should fight everything with fire.
I'm playing the first level right now and within the first few screens:
-Map16 dickery that forces you to guess and check (some of the Munchers are harmless).
-repeated jumps in between Munchers.
-glitchy fireworks that add an unnecessary amount of artificial difficulty by making Mario invisible, adding a painful amount of trial and error because avoiding the Munchers on the other side is literal blind luck, which IMO is unfair even for Kaizo. At least in hacks like Item Abuse and Pit of Death, you could always see Mario.
-Floating and stacked Munchers.
Also, I can't seem to figure out how to get past here:
Wait, was I supposed to bring in Yoshi from the previous level? This is just personal preference, but I'm not a fan of having to bring items and power-ups from previous levels. That's pretty much why I quit Enigmatic Mario.
I'm sure none of us were trying to be mean, except MAYBE SadisticDesigner. These are just suggestions:
-Be careful with free items so the player doesn't break the level (especially the cape and Yoshi, but you took care of those).
-Use Map16 to turn the Munchers into hurt blocks.
-Use either graphics bypass or YY-CHR to deal with glitchy graphics and sprites.
-Jumps around and between Munchers as a major gimmick is frowned upon. Some here and there is probably okay.
-When I tried to play this on snes9x 1.52, it glitched horribly. Did you use an older AddMusic?
In other news, I kinda like the underground remix in level 2.