Your design continually impresses me. Here I am making nice palettes in my thread and then I come waltzing in here, blown away like usual. Great job, keep up the nice work on the palettes and decorations. Your level design looks solid too, but I can't tell too much from the screenshots. I can't wait to see how this turns out in another month or so. Good luck.
I just wanted to point out that this screen is an easy infinite lives farming spot if the player brings a shell here and kicks it to either side of the land formation Mario is about to land on. I'm not gonna' say to remove it, but due to the collab hack nature of this project, I felt I should bring it to your attention.
Other than that, everything looks just swell, Undy. I'm really digging what you did with just the vanilla tiles and palettes here; it's clear what everything is and I see no tiles that would confuse the player, either. Kudos on that!
Everest: Thanks! I actually didn't really notice that the statusbar needed changing, since all I did before posting the screens was just copying in the bg palette which overwrote the statusbar colors. I'll get into fixing that as soon as I can get off my lazy ass.
Wormer: Thanks, I'm trying to make it pretty challenging, but it's hard to judge the difficulty of your own level, so I'll see if I can get someone to test for me so it doesn't get too difficult, but not too easy either.
WYE: Thanks, I'm quite proud of the palette as well :3 And yeah, fuzzys, line guides, etc. are pretty overused this time, but I can't really help it much now that I have like half the level done. I'm still considering to start over using other sprites, though. Not like there's not a bunch of time left for that.
Mineyl: Oh, thanks for pointing that out! Was quite easy to fix. I'm happy to hear that you like the look of the level so far ;)
So yeah, at the moment I'm about 75% done with the level (excel told me, so it must be true) and these'll be the last few screens I'm gonna show off before the final ips, so you can look forward to getting that in a about a week if the work goes smooth ;)
It'd also be nice to have some people who could test for me so if you want to give it a try as soon as I'm done, please send me a PM!
Now on to the screenshots :3
As you can hopefully tell, the level is getting quite a bit challenging later on. I hope I can actually make it challenging in a good and not frustrating way. btw the infinite life potential in pic #3 has already been fixed thanks to mineyl for making me aware of these possibilities in the first place ;)
Location: United Kingdom
There were a few spots where I managed to despawn the fuzzies or platforms by going back a bit, but you'd have to be doing it on purpose to achieve it.
Other than that, I guess the lotus fire can sort of blend in with the grass due to that desaturated palette against the sky, but it wasn't too big of a deal as I was able to clear this level on my first try (albeit with considerably caution).
Palettes are very nice and they give an nice sunset atmosphere
Music fits the level perfectly.
About level, it was too hard for me. Maybe it's only my weak skill, but I think you should lower the difficulty. For me it was very, very hard without savestates.
And also the one thing that I don't like it's sometimes overdecorated ground. There it looks better than in your hack (Choconilla Rise) but it also can be little distracting from what's going on the level.
Well, I liked this level, and I think you'll win.
Great level design.