Hack Name: Paper Mario Adventures
Author: Javier
Description: This Is My Hack Called paper Mario adventures This Hack has VWF Dialouges Patch And Paper Mario HP.
Design Issues:
While I commend you for attempting to make a Paper Mario-styled hack, you have quite a bit of work to do before this can be accepted. Most of your problems lie in the design being either a) extremely bland, or b) too difficult/unfair. I'll list some examples below.
You removed the floor here, meaning the player dies upon entering the level. Not good.
This is what is known as a Kaizo Trap - as in, the player would have no way of knowing that the invisible block is there on their first playthrough. It's unfair and is generally frowned upon.
You'll want to set "Vertical Scroll at Will" for this level.
Bland, boring design. Performing single-block jumps for several screens in a row is not fun for anyone. Try redesigning this part with something a bit more interesting.
This immediately comes after the cement block part. It's a long boring stretch of land with no obstacles, no coins, and a pipe or two. Once again, try making this section more interesting.
Giving the player a moon so easily is quite generous. Perhaps you should replace this with a powerup or a 1-UP instead.
You gave the player a hammer, and then one screen later you gave them a fire flower. What's the point? The hammer doesn't go into the reserve box, so it's quite literally a pointless sprite. Either remove it or actually incorporate it into the level.
Two screens of this is boring, and it doesn't look very pleasant either.
Another boring area. Chocolate Island 2 had a similar area where you had to hop across slanted platforms, but it made them more interesting by adding sprites and variations to the platforms themselves. Try doing that.
Hopping across colored shells not once, but twice (in the second level, no less) is another design aspect that's generally frowned upon.
Another bland and boring area that could really use some clever spritework to spice it up a bit.
This is just poorly designed and it looks stupid to boot. Suggestion: get rid of the giant Muncher pit, and fill the area with some sloped land and sprites. It'll make the area more interesting to play AND more pleasing to the eye.
Another bland and boring area.
This is where you end up if you come out of the "bonus cave" area. Edit your secondary exits so that the player comes out in 1-3 and not the ice level.
Graphical Issues:
The Layer 3 text goes behind the foreground. Please change the priority on it or move the text up slightly.
Ugly berry there. Get rid of it.
This is one of the more major graphical issues in the hack. You need to actually EDIT the turning frames of the turn block if you're going to change the graphics - otherwise, the player will never know when they can be passed through and when they're solid.
The ExGFX section has a switch palace tileset with corners. Why don't you download that instead of having this big ugly hole here? It would also allow you to redesign this level a bit and make it a tad more interesting.
The foreground looks terrible, especially with all of the random black lines.
Another random berry. Get rid of it.
Not a major issue, but the coins in this level (and the third) have an ugly palette. Instead of black, try using a darker shade of brown/yellow.
I'd remove that lower bullet shooter because a) it poses no threat to the player really, and b) it goes behind the lava.
Bad pipe palette throughout the level.
Yoshi is totally broken here - all of the graphics (from the egg, to the tongue, to his fireballs) are a mess. Since you give him to the player two screens before the goal, why don't you simply remove him from the level and put him at the start of the next one? This will also allow you to fix up the graphics more easily since you won't have to change anything in this level.
Mario comes out of the pipe one tile too low (and the pipe in general looks bad). Actually, this whole room in general could use a redesign, since you merely copied it from the original game.
OVERALL ISSUES WHICH ARE CAUSING THIS HACK TO BE REMOVED:
-Bland/boring design in several spots .. empty expanses of land, unfair traps, etc.
-Game-breaking glitches (missing floor in the first level, broken pipe in the third level, etc).
-Bad aesthetics which actually hinder the gameplay (such as "turn blocks" not showing their turn animation.
Please fix these issues and test your hack more thoroughly before you submit it to the site. It's not quite ready yet.
Author: Javier
Description: This Is My Hack Called paper Mario adventures This Hack has VWF Dialouges Patch And Paper Mario HP.
Design Issues:
While I commend you for attempting to make a Paper Mario-styled hack, you have quite a bit of work to do before this can be accepted. Most of your problems lie in the design being either a) extremely bland, or b) too difficult/unfair. I'll list some examples below.
You removed the floor here, meaning the player dies upon entering the level. Not good.
This is what is known as a Kaizo Trap - as in, the player would have no way of knowing that the invisible block is there on their first playthrough. It's unfair and is generally frowned upon.
You'll want to set "Vertical Scroll at Will" for this level.
Bland, boring design. Performing single-block jumps for several screens in a row is not fun for anyone. Try redesigning this part with something a bit more interesting.
This immediately comes after the cement block part. It's a long boring stretch of land with no obstacles, no coins, and a pipe or two. Once again, try making this section more interesting.
Giving the player a moon so easily is quite generous. Perhaps you should replace this with a powerup or a 1-UP instead.
You gave the player a hammer, and then one screen later you gave them a fire flower. What's the point? The hammer doesn't go into the reserve box, so it's quite literally a pointless sprite. Either remove it or actually incorporate it into the level.
Two screens of this is boring, and it doesn't look very pleasant either.
Another boring area. Chocolate Island 2 had a similar area where you had to hop across slanted platforms, but it made them more interesting by adding sprites and variations to the platforms themselves. Try doing that.
Hopping across colored shells not once, but twice (in the second level, no less) is another design aspect that's generally frowned upon.
Another bland and boring area that could really use some clever spritework to spice it up a bit.
This is just poorly designed and it looks stupid to boot. Suggestion: get rid of the giant Muncher pit, and fill the area with some sloped land and sprites. It'll make the area more interesting to play AND more pleasing to the eye.
Another bland and boring area.
This is where you end up if you come out of the "bonus cave" area. Edit your secondary exits so that the player comes out in 1-3 and not the ice level.
Graphical Issues:
The Layer 3 text goes behind the foreground. Please change the priority on it or move the text up slightly.
Ugly berry there. Get rid of it.
This is one of the more major graphical issues in the hack. You need to actually EDIT the turning frames of the turn block if you're going to change the graphics - otherwise, the player will never know when they can be passed through and when they're solid.
The ExGFX section has a switch palace tileset with corners. Why don't you download that instead of having this big ugly hole here? It would also allow you to redesign this level a bit and make it a tad more interesting.
The foreground looks terrible, especially with all of the random black lines.
Another random berry. Get rid of it.
Not a major issue, but the coins in this level (and the third) have an ugly palette. Instead of black, try using a darker shade of brown/yellow.
I'd remove that lower bullet shooter because a) it poses no threat to the player really, and b) it goes behind the lava.
Bad pipe palette throughout the level.
Yoshi is totally broken here - all of the graphics (from the egg, to the tongue, to his fireballs) are a mess. Since you give him to the player two screens before the goal, why don't you simply remove him from the level and put him at the start of the next one? This will also allow you to fix up the graphics more easily since you won't have to change anything in this level.
Mario comes out of the pipe one tile too low (and the pipe in general looks bad). Actually, this whole room in general could use a redesign, since you merely copied it from the original game.
OVERALL ISSUES WHICH ARE CAUSING THIS HACK TO BE REMOVED:
-Bland/boring design in several spots .. empty expanses of land, unfair traps, etc.
-Game-breaking glitches (missing floor in the first level, broken pipe in the third level, etc).
-Bad aesthetics which actually hinder the gameplay (such as "turn blocks" not showing their turn animation.
Please fix these issues and test your hack more thoroughly before you submit it to the site. It's not quite ready yet.