Name: Super Mario in: The Crying Sheep - Demo 1
Author: mrdeppelman
Description: This is v0.1 of my hack whose name you can read a the top.
It's pretty challenging.
It includes:
- Custom Music
- ExGFX (but it's more vanilla then chocolate)
- Custom Sprites
- currently no reset doors (will be changed)
- 1 world of playable levels
- 2 secret exits
Have fun, I hope I didn't forget something, and sorry for my bad english ^^
General issues:
Overall this hack wasn't bad at all, some levels had a very good design, but some levels really need to be improved; the main issue with this hack was the lack of reset doors and the big Mario discrimination. Also, you need to balance your dificulty curve, a lot of levels were too hard for world 1.
Not a removal reason, but this title screen was plain boring.
--
Overworld
That level tile was revealed before I could acces it.
Set your events correctly.
--
Mario's Trip Starts
This level was really hard for a first level, it had bullets and pits everywhere; this would fit better in world 3 or 4. Also, why did you take out the other half of the goal post? (Same goes for other levels like this).
--
Evening path
This level felt a little empty, there were just a few buzzy beetles and footballs from time to time; you need to add more enemy variation here.
This is one of the main reasons why I'm removing your hack, if you don't add a reset door the players can get stuck here if they don't do this on time. And this is not one of those "stupid players can drop the P-switch on a pit even though it's not very likely" cases; this is a situation where there's actually a high chance of getting stuck.
This is a bit hard to do as big Mario, I can't duck since you placed a slope before the turn block.
More big Mario discrimination, the ceiling is too low.
Repetitive segment.
--
Bright Forest
This block got me by surprise, don't do this.
Most players won't guess that slope is actually a purple triangle.
I can get here.
When I die or beat this level, the music sounds weird. (I think this may be caused by some sample bank you inserted).
--
Odd Ghost Woods
I know this is just a goomba re-skin, but boos are not supposed to be jumpable.
Try not to overuse these boo rings, they can become annoying after some time. Try to add a few more enemies here so the players won't just have to wait here.
With just one tile to stand, it's actually easy to drop the P-switch here. This wouldn't be a problem if you had a reset door though.
This room was pretty empty and repetitive overall; there were just a few spikes around.
Wooden Treeforest
This level was quite empty as well, it also needs more enemy variation, there were only goombas around here.
This jump was annoying to perform, especially as big Mario.
Empty and annoying maze.
Yet another place where you should have a reset door.
Even with those purple coins, this is still weird. Also, the fish generator made this room too hard for world 1.
--
Little Lava Tunel
It's weird to see buzzy beetles walking on the lava.
This segment was repetitive, there was nothing around here except for the podoboos.
That Yoshi Coin is hard to get as big Mario without getting hurt.
Another repetitive segment.
Those swoopers can't harm me.
This is a blind jump. Also, if I go too fast the skull raft will disappear, forcing me to commit suicide.
--
Mounth Spiketop
Overall, this level was full of big Mario discrimination segments, such as these ones.
Also, this was a blind jump.
--
Castle 1
The dry bones's body disappeared because of sprite memory issues. Set the spirte memory index to E.
I don't speak German (although I assume you were trying to tell me there's no boss).
--
Flower Fields
Another blind jump
Doing all these things around the room just to get the P-switch was pretty pointless.
Summary
Well, actually you don't have too much to fix here, just get your difficulty curve right, add some reset doors, fix the big Mario discrimination issues and fix everything else I mentioned and I will be accepting this hack.
Author: mrdeppelman
Description: This is v0.1 of my hack whose name you can read a the top.
It's pretty challenging.
It includes:
- Custom Music
- ExGFX (but it's more vanilla then chocolate)
- Custom Sprites
- currently no reset doors (will be changed)
- 1 world of playable levels
- 2 secret exits
Have fun, I hope I didn't forget something, and sorry for my bad english ^^
General issues:
Overall this hack wasn't bad at all, some levels had a very good design, but some levels really need to be improved; the main issue with this hack was the lack of reset doors and the big Mario discrimination. Also, you need to balance your dificulty curve, a lot of levels were too hard for world 1.
Not a removal reason, but this title screen was plain boring.
--
Overworld
That level tile was revealed before I could acces it.
Set your events correctly.
--
Mario's Trip Starts
This level was really hard for a first level, it had bullets and pits everywhere; this would fit better in world 3 or 4. Also, why did you take out the other half of the goal post? (Same goes for other levels like this).
--
Evening path
This level felt a little empty, there were just a few buzzy beetles and footballs from time to time; you need to add more enemy variation here.
This is one of the main reasons why I'm removing your hack, if you don't add a reset door the players can get stuck here if they don't do this on time. And this is not one of those "stupid players can drop the P-switch on a pit even though it's not very likely" cases; this is a situation where there's actually a high chance of getting stuck.
This is a bit hard to do as big Mario, I can't duck since you placed a slope before the turn block.
More big Mario discrimination, the ceiling is too low.
Repetitive segment.
--
Bright Forest
This block got me by surprise, don't do this.
Most players won't guess that slope is actually a purple triangle.
I can get here.
When I die or beat this level, the music sounds weird. (I think this may be caused by some sample bank you inserted).
--
Odd Ghost Woods
I know this is just a goomba re-skin, but boos are not supposed to be jumpable.
Try not to overuse these boo rings, they can become annoying after some time. Try to add a few more enemies here so the players won't just have to wait here.
With just one tile to stand, it's actually easy to drop the P-switch here. This wouldn't be a problem if you had a reset door though.
This room was pretty empty and repetitive overall; there were just a few spikes around.
Wooden Treeforest
This level was quite empty as well, it also needs more enemy variation, there were only goombas around here.
This jump was annoying to perform, especially as big Mario.
Empty and annoying maze.
Yet another place where you should have a reset door.
Even with those purple coins, this is still weird. Also, the fish generator made this room too hard for world 1.
--
Little Lava Tunel
It's weird to see buzzy beetles walking on the lava.
This segment was repetitive, there was nothing around here except for the podoboos.
That Yoshi Coin is hard to get as big Mario without getting hurt.
Another repetitive segment.
Those swoopers can't harm me.
This is a blind jump. Also, if I go too fast the skull raft will disappear, forcing me to commit suicide.
--
Mounth Spiketop
Overall, this level was full of big Mario discrimination segments, such as these ones.
Also, this was a blind jump.
--
Castle 1
The dry bones's body disappeared because of sprite memory issues. Set the spirte memory index to E.
I don't speak German (although I assume you were trying to tell me there's no boss).
--
Flower Fields
Another blind jump
Doing all these things around the room just to get the P-switch was pretty pointless.
Summary
Well, actually you don't have too much to fix here, just get your difficulty curve right, add some reset doors, fix the big Mario discrimination issues and fix everything else I mentioned and I will be accepting this hack.