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Super Mario and the Shwinks (Demo) - Takomega1
Forum Index - Valley of Bowser - Moderation Questions - Hacks - Super Mario and the Shwinks (Demo) - Takomega1
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Title: Super Mario and the Shwinks (Demo)
Author: Takomega1
Description: The Master Shwinks have been kidnapped, and it's up to Mario to save them.

This hack has:
-Custom Music
-Custom Blocks

Tell me if they're any problems with this hack and I'll fix them.

IPS link

Your hack needs a lot of improvement in terms of level design before it can be accepted in the site. I found a lot of major level design issues throughout your hack, these incluse:

-Empty segments: There are segments with few or no enemies at all, they can be found in pretty much every level in our hack. Some levels like "A Bonus Area" or "The Slide" don't even have enemies.

-Easy enemies: This is when you place enemies that can be avoided really easily, you just have to jump over them, same as above, this was pretty much all arround your hack. Try to combine different enemies to create clever obstacles, don't make the player face only one enemy at the time.

-Repetitive segments: This is when the player has to travel through segments that are similar or exactly the same, a good example is at the beginning of the first castle.

-Short levels: This speaks for itself, most of your levels were really short and could be cleared quite quickly.

-Unedited levels: Both switch palace levels in your hack were unedited, just because they are switch palaces it doesn't mean you can leave them the way they are.

-Easy secret exits: Most of your secret exits were pretty much in the way, and sometimes I must replay the whole level again to get the key and the keyhole which are next to the goal tape. Similarly, the bonus room in the first level of world 2 was literally in the way.

Other than that, some levels had sprite memory issues which cause some sprite tiles to disappear, like this, this or this, use the Lakitu head button to set the right sprite memory index. Also, some tiles could use more appropriate graphics, vines shouldn't be solid, midpoint bars are not exactly something I expect I can climb on, black "used" blocks are not the best way to represent a conveyor and an upside down ON/OFF block is definitely not a good graphic choice for an instant kill block, that's just a cheap trap.

There are also a few minor issues you should fix, although they aren't removal reasons themselves.
-A lot of objects such as pipes, midpoints, goal tapes and more have bad palettes.
-This is what happens when you don't block diagonal pipes, there's a reason why these had small pipes below them in the original SMW.
-The overworld was really square.
-I can't enter this pipe. It may have been intentional since this is a demo, if so, don't worry.
-All the paths in the overworld were revealed from the begging. Learn how to use overworld events so you can give some sense of progression to the players.
-The castle messages were unedited. You can edit them with the castle button in the overworld editor.

So that's all. Before you start inserting custom blocks and stuff, you should learn how to use Lunar Magic's features, including the overworld editor ones, and you should learn how to design levels properly too. I advise you to play some accepted hacks so you can get an idea of what we're expecting from you.
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