Anyways, real feedback time:
-Logo: You've got a few colors at your disposal so I would recommend antialiasing it to smooth it out. The m looks disproportionately small, but overall, the logo is readable.. just not very pretty.
-Ogg's sprite: As I stated on the IRC, I'm not a big fan of the texture on her body and the legs. The texture is kinda grainy and the legs are like those of a stick figure. I'd go for something subtly hairy
with a few feathers to show people this is definitely a bird and not a rock or a moldy McNugget. The body's profile angle doesn't match her head's side view either.
All that said, I always love when a different character comes along with its own backstory, and can understand the workload that comes with making one. It takes a long time to do a good custom GFX32.bin and you shouldn't be too caught up in "fixing" her this soon when you've got levels to worry about.. not to mention how daunting it is to think about redoing it all so soon after you finish.
Read into this
to pick up some good methods to apply to your graphics later on.. eventually, you'll be able to sprite Ogg as you really
-Hill background: Everything seems consistent with the light source being from below except for the clouds, which are pillow-shaded.. :S No complaints otherwise. It's detailed enough and not too busy. On a side-note, the hills are a little creepy.
-Grass foreground: Well, the rounded shading on some facings of the rocks looks kinda bad IMO and giving each facing a flat shade corresponding to the light source would look better. I'd also suggest making that rock that sticks out of the top of the ground a little more jagged. =P The grass part looks strange in a completely different way, like some mutant jigsaw puzzle pieces. I'm thinking a design like that could work better for stone slabs than grass, and that triangular ridging would be better to work from. The dirt, I have no issue with. The rocks break up the redundancy well.
I'm unsure about the palette of these two together in the level with the gradient: I would suggest either making the gradient lighter -OR- the hills darker since it seems like there's a lot of contrast in both now. I believe the foreground should ideally seem "stronger" than the background, and either of these changes will help the background not stand out so much.
-Cave stuff: The surface is similar to the grass one but much more well-done and suited for this kind of environment. The dirt texture is also quite nice and I love the palette you stuck to this level.
-Level design: Screens like this
are decent and interesting, but this
looks kinda like filler. I never was a fan of random slope spam; it just seems like an awkward way to please people who want "varied terrain" without having a meaningful existence in the level. There's an awful lot of climbing in the cave level, but without more context, it's difficult to identify whether this is the key idea of the level and if you're presenting more challenging, varied, climbing-related tasks as the level goes on.
As it stands, there's a mixed bag of structural quality, so I am concerned about if you're going into levels with ideas and inspiration. Are these levels improvised, or is there some sort of conceptual planning? I reckon with 48 levels as your goal, you should definitely have a plan to keep each stage fresh outside of aesthetics.
Now, other questions.
-You say you wanna set Ogg apart from Mario... What powers do you have planned for Ogg? Will she have different physics?
-Do you have any concept art/visual description for King Ratu or is it going to be a surprise?
-Do Ogg and her friends have any sort of high status in the Infu Kingdom? If so, how does this threaten King Ratu? If not, why were they targetted for the kidnapping?
-Where are Ratu and his troops from, what is it like, and are you going to go to their homeland at some point?
I am hopeful for this project to turn out well and will be keeping track for sure. Support++;
Just look above you...
If it's something that can be stopped, then just try to stop it!