@ Flagpole1up i really like your colours!! the bridge especially is a nice yellow! I'm usually not a big fan of overly detailed character sprites because sometimes features get lost and are hard to decipher as anything but discolored squares, but I think your characters hair and costume look great! Just, the face is a little off...to me, at least. the blocks also look kind of menacing being shrouded in shadow like that lol, but i think they look good!
@ gregor I love that water effect and the tiny little starfishes! beyond that i dont really have anything to say about it :o
@ ft lol you're always so good at coming up with wacky ideas. not much to say because static images can only say so much.
@ waffledoctor87 that slowdown is ridiculous! i cant see how you can play a level with that much slowdown holding you back. i dont really get why the blue lava is there at all if you're also going to use red lava, too. i did like the ending quit a bit though, i didnt see it coming myself heh
i guess its kind of cheating to show this off as I have no current intentions of finishing it, but as a vain person i need to make sure more people see it.
Looking from the gameplay, this stage looks very interesting; I really like the idea of latching onto hooks and their usage in fast-paced sections is really neat. There are some issues that I do want to point out, though; the graphic used when Mario is on a hook is a bit odd, the paths of the moving hooks could be shown with a graphic, and the stage could benefit from having some enemies to deal with occasionally. But besides these issues, the stage shows great promise. I hope the development of this stage goes well, and that you are able to make the ideas that you have for this stage real.
I'll see you later, and I hope you have a good day!
the graphic used when Mario is on a hook is a bit odd
it's supposed to look like DKC2 when diddy's on the hook.
the paths of the moving hooks could be shown with a graphic
i thought of line guides, but i was kinda lazy about it, and i thought they were unecessary. maybe...
and the stage could benefit from having some enemies to deal with occasionally
in this particular hack levels are build around a set number of mechanics or enemies (usually 2), one is introduced in first part, then another, then they're mixed together in following parts. it may seem limiting, but these mechanics are flexible enough and i'm pushing their creative potential to the max, so i don't use traditional enemies. this just so happens to be the only level to not use living creatures as obstacles, see gifs above.