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[REMOVED] "Journey to the Mushroom Kingdom 3: Mario and Moonlight's Quest" by HackerOfTheLegend

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CURRENT VERSION -- REVIEW THIS ONE
NO PRELIMINARY REVIEW OF THIS VERSION -- WILL BE POSTED ON JULY 30.

Permanent link to download - OLD VERSION, DO NOT REVIEW
Quote
File Name: JTTMK3 - Mario and Moonlight's Quest [C3 Demo]
Submitted: 2014.07.11 ~ 15:22:04 by HackerOfTheLegend
Claimed: 2014.07.12 ~ 04:01:45 by Counterfeit
Rating: 0.0
Authors: HackerOfTheLegend
Demo: Yes
Featured: No
Length: 14 exit(s)
Difficulty: Normal
Description: After defeating King Boo in his previous adventure, Mario later runs into a mysterious girl named Moonlight. The two eventually befriend each other, and after hearing that an unknown person is trying to revive Bowser after his death in JTTMK1, Mario and Moonlight set off on a quest to stop the unknown mastermind. But when they get to him, things turn ugly very fast...
Tags: c3 submission
Download: Download - 778.08 KiB
26 downloads
Submission Notes: I'd like to request that either Counterfeit or Mirann moderates this hack. Oh, and I'd like this to be tagged as "C3". I tried tagging it as that myself, but the submission page wouldn't let me. Thanks.
o legendary hacker, thy wish art my command.

What the hell was that beautiful music that played at the logo

oh god

what is this

You know, the title screen should be black with a fancy logo like Final Fantasy with this kind of music. Instead, it looks almost like the Kirby 64 title screen where the characters are standing there against a plain background (this one is kinda like sandpaper) and it just seems weird

Speaking of Kirby, the intro takes me to a cutscene where Mario and this Moonlight woman discuss a villain's conspiracy to revive the evil Bowser, and you get Halberd music. Moonlight drops out of the sky and lands on an airship. The plot thickens: Kirby is possessed, and you must battle him. ...I fought this boss in the last hack I played (K-16) so I know the workings. I have a couple of problems to report thus far: It says "Mario" in the status bar when I'm fighting Kirby, and the status bar disappears and the screen freezes briefly when Moon 'dies'.

Finally, after that mess, you're able to start up the first real level. Again, it opens with a long cutscene. There's a typo in 'possesed' and 'villian'. "Mother of mushrooms" made me laugh - cute dialogue there. But, you know another thing... Romi's cutscene tool is painfully boring compared to things like Azure Chaotic or K-16's cutscenes which are fully illustrated, even if they're less 'efficient' than the cutscene tool. It just doesn't seem right for this high quality music and deep story to be backed by such boring visuals. Dying means I have to sit through the whole cutscene again, too... I wish there was a way to skip it.

Green Fields has some KDL3 music and graphics. I can't help but feel one of the samples is detuned. The level design is basic, and contains a lot of custom sprites, none of which are as threatening as the Bronto Burts with circular flight patterns in the airship. I kinda wish the Goomba you can ride on served more of a purpose.

Youkai Forest had me expecting something freaky and weird, but instead I got probably the HAPPIEST level on Earth. While the level's assembly is clean, it seems like it has "slopes for the sake of having slopes" and the enemies just seem to be there, in your path, but not effective at doing their jobs. I feel like the sprites are there for something interesting, but the design doesn't really push them to their potential. I couldn't figure out how to get to the secret exit, and if it's meant to be inaccessible, it's not polite to tease your moderator. :| What is this music, by the way? I heard it in Tourist the Mountaineer and it's just so cheery.

Mario's Fleet Feet was a very uneventful level with NSMB style graphics. You pretty much only face Goombas and Koopas here, and the design doesn't deviate much from the formula the last few levels used. This level seems more appropriate as an opening level to the first world, given how it seems to be the easiest and simplest of the bunch.

Greely's Hideout is well-hidden... but what purpose will this house serve? Find out next time, on Dragon Ball Z.

Mountain Terrain is a level I could say you should be somewhat proud of. It wraps itself around Chucks and barrels, has a solid sense of progression, lots of elevation shifts that make you feel like you're navigating a mountain, and finishes strong with a wave of exploding blocks full of enemies and a huge descent down to the goal post. One itty bitty problem... the ground doesn't extend to the far edge of the screen boundary, so you have some cutoff. :V

King Dedede's Keep - first, let me stop and say with the barrels being thrown around these levels, I was expecting a build-up to an encounter with Donkey Kong. I am slightly disappointed, but I'll roll with it. First of all, the foreground is fairly tough to distinguish since the interior, walls and floors included, are all really bright, and the foreground isn't outlined. Kirby Super Star had the visual depth to distinguish these things more easily and it's not working out so well here. The SPC700 also slows down during one part of the song, greatly. I paused it to write this memo, and then when I unpaused, the music was gone completely. AddMusicK bug? AddMusicK bug. I paused and unpaused it again, and the music came back. Funny how that works. I don't have much to say about the level design other than it was inoffensive and unmemorable. Tick's aliasing clashes with the black windows; that's more of a problem with how KDL3's style really only belongs in KDL3 environments. Also, this FF2 port of the Dreadnaught theme really, really sucks. x_x Cutscene issues: "kirby" is not capitalized in one part of Dedede's text. Onto the boss... there are serious problems with how it responds to being jumped on. Sometimes I get hurt for jumping in him, which should never happen if he was meant to be damaged by being jumped on. It took me forever to realize he could only be damaged while he was ducking or tripping, which doesn't make a lot of sense. It's not really your fault (unless your graphics edit to the boss covered up a blatant exposure of the weakness.) Anyways, after defeating this boss, I find it really cool that he becomes a benefactor in your quest.

Float Islands probably should've been a little more water-focused than it was, with some aquatic enemies instead of a lot of Koopas. I feel like the time limit here was a little too strict since you didn't have time to look around. Speaking of which, the level looked weird with the giant star blocks floating in front of everything. It's kind of gaudy and unnecessary.

House of Spooks has EPIC ghost house music. I'm so sick of that *other* song that everyone uses that slows down the SPC700 and just sounds like a cartoony ghost song... okay, like, this ghost is fast... and I just got assaulted by a flying chair. This house is a cathedral. You've successfully made a ghost house creepier in the first 10 seconds than 99% of all other ghost house/horror hacks. It actually feels like a level you're going to metaphorically die in. The theme execution is brilliant, to put it in layman's terms, and the design exploits the actions of the fast Boos and the chairs to their fullest. It falls apart a little toward the end where it starts to shift back to having generic enemies, the Koopa and Goomba, but the first 2/3 are wild. Don't drag on a level longer than is needed, because you'll end up hurting an otherwise spooktacular design.

Beachy Blues was a very boring level.. there's nothing fundamentally different about it from Mario's Fleet Feet or Green Fields, and the fact that it looks like a beach does not cover up this flaw.

Underground Factory - is that FEAR FACTORY? holy shit i love this song, but admitably, I liked CrispyYoshi's port better than this one; the instruments seem more true to the original. Anyways, what are those half... things... that the vertical pipe shoots out? Also, why the generic choice of enemies? I feel like structuring bits and pieces of this level around enemies like the Sparky/Hothead and/or Ball & Chain could yield much wilder results than... Koopas and Goombas for the umpteenth time. The chaos of the platforms bouncing you around or conveying you around made this level stand out, but it could've been so much more unique than it was.

Racin' With Runman annoyed the fucking shit out of me until the 10th time I played it. The Shy Guy placement and the left slopes are what kept 'killing' me. I'm going to print out an enlarged screenshot of this thing. I'll post the results of my 'project' eventually.

#2 Iggy's Fire Keep is a lava castle with extremely loud, echoey music. The contact with the spikes on the vertical pillar is WRONG by a few pixels and the top doesn't even look sharp... and I can't get past that really wide gap between Tap Tap and the cement block structure with the Ball and Chains no matter what I do. The furthest I can get is the last tile of lava right next to the block. It requires a cape to pass...that, or I really suck at Mario. I'll give you the benefit of the doubt and let them vote on whether to accept or reject it rather than mercilessly defenestrating this enigmatic ragdoll hack.

Anyways, this is a 'crossover' hack with a lot of different styles and characters from other series besides Mario, and even an original character. It reminds me of fanfiction.net or deviantart in a way. A lot of these levels are very bland and uninspired, but there are a few strokes of genius present in the hack, and a couple of real ballbusters. Whether or not that excuses the shortcomings of the rest of the hack, I am not sure.

Difficulty: Normal
+1:
Wakana
Wormer21
+1 for NEW VERSION:
AnOtakuGamer
+1 for NEWER VERSION:
MercuryPenny
Mr. GreenThunder
Wakana
AnOtakuGamer
Koopster

Just look above you...
If it's something that can be stopped, then just try to stop it!
Originally posted by Counterfeit
But, you know another thing... Romi's cutscene tool is painfully boring compared to things like Azure Chaotic or K-16's cutscenes which are fully illustrated, even if they're less 'efficient' than the cutscene tool. It just doesn't seem right for this high quality music and deep story to be backed by such boring visuals. Dying means I have to sit through the whole cutscene again, too... I wish there was a way to skip it.


Believe me, I really would like to have cutscenes like the ones in the hacks you mentioned, but I just plain suck at drawing stuff, and I'd feel bad constantly requesting someone to keep drawing/making cutscenes for me, so I don't really know what I'm going to do, regarding that. As for being able to skip the cutscene, I recently learned how to do that, actually, so if I get it working correctly, I will by all means implement an option to watch or skip the cutscene.

Originally posted by Counterfeit
Youkai Forest had me expecting something freaky and weird, but instead I got probably the HAPPIEST level on Earth. While the level's assembly is clean, it seems like it has "slopes for the sake of having slopes" and the enemies just seem to be there, in your path, but not effective at doing their jobs. I feel like the sprites are there for something interesting, but the design doesn't really push them to their potential. I couldn't figure out how to get to the secret exit, and if it's meant to be inaccessible, it's not polite to tease your moderator. :| What is this music, by the way? I heard it in Tourist the Mountaineer and it's just so cheery.


As for the secret exit:
Climb up the platforms next to the lonesome question block, and then jump to the top of the logs that go across the top of the whole level and keep running right.
Oh, and the music in the level is The Green and Blue Dragon by ThinkOneMoreTime.

Originally posted by Counterfeit
Greely's Hideout is well-hidden... but what purpose will this house serve? Find out next time, on Dragon Ball Z.


Trust me, this hideout will prove incredibly important to the plot, but at the moment, there is nothing to do in it yet.


Originally posted by Counterfeit
Float Islands probably should've been a little more water-focused than it was, with some aquatic enemies instead of a lot of Koopas. I feel like the time limit here was a little too strict since you didn't have time to look around. Speaking of which, the level looked weird with the giant star blocks floating in front of everything. It's kind of gaudy and unnecessary.


I wanted to make this level more aquatic based in terms of both design and enemies, but I could not think of good, concrete ideas to use for the idea. As for the star blocks, I tried to use those as a form of decoration, but I see what you mean; I'll just remove them.

Originally posted by Counterfeit
House of Spooks has EPIC ghost house music. I'm so sick of that *other* song that everyone uses that slows down the SPC700 and just sounds like a cartoony ghost song... okay, like, this ghost is fast... and I just got assaulted by a flying chair. This house is a cathedral. You've successfully made a ghost house creepier in the first 10 seconds than 99% of all other ghost house/horror hacks. It actually feels like a level you're going to metaphorically die in. The theme execution is brilliant, to put it in layman's terms, and the design exploits the actions of the fast Boos and the chairs to their fullest. It falls apart a little toward the end where it starts to shift back to having generic enemies, the Koopa and Goomba, but the first 2/3 are wild. Don't drag on a level longer than is needed, because you'll end up hurting an otherwise spooktacular design.


(The music used in this level is Core/BeniBoD's port of Romancing SaGa 3 - Leonid's Castle. Also, just out of curiosity, what "other cartoony ghost song" song are you referring to?) I wanted to use the chairs and ghosts at the end of the level, too, but I was afraid that I was already overusing them in the level, so I held back on using them. But now, I think I may get rid of the Koopas and Goombas and re-do the last part of the level to fit the behavior of the haunted chairs and the fast Boos.

Originally posted by Counterfeit
Underground Factory - is that FEAR FACTORY? holy shit i love this song, but admitably, I liked CrispyYoshi's port better than this one; the instruments seem more true to the original. Anyways, what are those half... things... that the vertical pipe shoots out? Also, why the generic choice of enemies? I feel like structuring bits and pieces of this level around enemies like the Sparky/Hothead and/or Ball & Chain could yield much wilder results than... Koopas and Goombas for the umpteenth time. The chaos of the platforms bouncing you around or conveying you around made this level stand out, but it could've been so much more unique than it was.


The Fear Factory port used in this level is Harumi's port, which I personally like better than Crispy's port. I didn't want to use the sampled version, though.
And yes, those are glitched Bullet Bills. I honestly did not notice them during my several runs of the level... but I'll fix them! Regarding the enemy choices, I spent a long time thinking about what enemies would actually fit in a factory setting, but I just couldn't think of any that would fit well enough.

Originally posted by Counterfeit
#2 Iggy's Fire Keep is a lava castle with extremely loud, echoey music. The contact with the spikes on the vertical pillar is WRONG by a few pixels and the top doesn't even look sharp... and I can't get past that really wide gap between Tap Tap and the cement block structure with the Ball and Chains no matter what I do. The furthest I can get is the last tile of lava right next to the block. It requires a cape to pass...that, or I really suck at Mario.


You may be right about the music... I'll end up changing it. And I will indeed make that jump easier!

Thanks for the input; I'll be going back over all of the problem-levels and fix the issues you mentioned, and I'll submit a new version of the demo shortly.
Cool, this hack has lots of custom stuff inside. Keep in mind, though, that this won't ensure it one to be accepted; there are, infact, lots of things to say about this.

The level design is not the best: the early levels were litterally one straight go. Terribly flat, boring and not enjoyable in my opinion. Some levels weren't bad though, like the starman one, which were interesting enough. If I have to see it as overall, although, I don't think it's acceptable.

Aesthetics, another factor that makes my final verdict even more unsure: you used lots of custom GFX, but I have 2 main complaints about it. The first and the most evident one is that a few GFX didn't look good; this can vary from level to level: I noticed some were bad paletted, some others were bad assembled, and so on. The second one is about graphics consistency: basically, your hack doesn't feel like a professional work, since you used graphics from different games. You mostly used Kirby ones, but I also noticed a few NSMB ones and others from even other games. The result is that they don't fit well together, and this brings your hack down.

It's not over yet: your hack has a few other misc issues too. First off, I believe you didn't test your hack before submitting it. There are lots of small errors like this which makes me think that. Maybe I'm wrong, but if I am, then you didn't pay enough attention while testing. Another big complain I'd like to say is that some hurt blocks have annoying hitboxes: an example may be the flamethrower one in the intro level, which hurts you even if shutted down, and the last castle, where the spike columns have a way too big hitbox; it felt like air killed me, and this is totally not good.

The difficulty is normal, slightly easy due to the flat levels.

In conclusion, I'd reject the hack, and I'm terribly sorry to do it; a hack like yours is an example that inserting lots of good stuff doesn't make it instantly good, especially if it's badly developed. I hope that you will considering improving level design of the flat levels, fixing the issues, and adjusting the silly assembled graphics.
Lots of Kirby GFX? Badly assembled tilesets? Bad palettes? Didn't test my hack? Wow, um, yeah, but those are all incorrect. What badly assembled tilesets? What bad palettes? And I test my hacks. I spend hours testing each individual level. Besides, are you expecting people to use only custom made graphics and not graphics ripped from other games? What? Lastly, would you be able to say which levels in particular are flat? Just saying "terribly flat, boring" isn't really telling me much.
Originally posted by HackerOfTheLegend
*stuff*


Alright, since you can't figure, I'll help you out. This level is flat; clashy graphics + flat level overall; another FG + BG clashy level which is also flat; more flatness; bad assembled BG and also if I fall in the water, I'm unable to go up again; another bad assembled BG level which is also terribly flat; another example of badly assembled GFX, the FG in this case.
Hope this helped you more. Keep in mind, though, that you can apply changes or not, since each reviewer has its point of view.
It's a not bad hack, but its level design isn't the best. I didn't play the prequels before this, so I won't comment the plot (as I don't really know what's happening).

Your levels have nice graphics and some have interesting gimmicks to show off. Some levels mentioned by Wakana felt a bit flat, so yeah... I think adding more obstacles or enemies would make them more interesting. Your music choices were lovely, some of them sounded quite epic and fitting with the overall theme. Music is actually the biggest plus in your hack, I really enjoyed it. I agree some of the levels felt a bit empty as Wakana noticed. Try to add more enemies or obstacles. Well, I felt a little confused when trying to defeat that Larry (?) boss. First I thought I must jump on him when he's walking, but most of the time he's hiding in his shell and shaking randomly. After some time I started dropping blocks on the ground an he took damage when he was walking into them. Not obvious, maybe I wasn't just thinking properly. :P

Your OW is decent, but the first one looks better compared to the second one. The second one looks a bit flat and after the ghost house and the level before Larry's Castle, some random dot areas appeared near them (they weren't accessible though). Check if you didn't forget to remove some of original SMW's events.

Overall, it's a mediocre hack with some great music. I felt a little boring at times and a bit repetitive. So far I'm voting for rejection, but if some levels (mentioned above) would have more obstacles, I think it'd good enough to accept it. Try to fix these and it'll be fine.

Difficulty: Normal.
I just posted an update; if anyone else is going to review the hack, be sure to do it on this version.
Suika Ibuki - 25107
Reviewing the update version.
Ok. Nice hack, my review for this will be kinda different but okay.
REVIEWING THE AESTHETIC:
In the first level I think an 8-bits enemy is out of place here.
The cute chibi-moon turns into Mario when hit the net.
Wrong tile here. I can step on this part, it doesn't make sense because looks like i'am floating.
P2 Chibi-Moon has weird pallets.
1and 2. Fishes turn into a vine ????.
CUTOFF!!This is how the + Block is going to be used.
GLITCH GRAPHICS!!!.

You can see that my sis is playing with LUIGI but the name is MOON, if you disable the P2 will fix this...

REVIEWING THE LEVEL DESIGN:
Ok the level design was good. New enemies are cool and the fit the "Only walk and kill" issue, because i think new enemies are very fun.
As Wakana have said, have some empty areas but they don't are VERY bad
to me. The musics really combine with the stages and also, some very nice musics lol!:3.

GENERAL: Nice hack, but because of some glitches the hack loses much points with me, the hack will be much more good and nice without they.

Verdict: REJECTED.
Difficult: NORMAL.
Suggestions: If you fix all i tell you above probably will be sufficient to I accept this hack :3. I wish you fix... and good luck with next reviews
:D

EDIT:LEVEL UP!
#unbanMB980
Thanks for reporting the glitches, that helps a lot!
This is the last update, I promise :> (same link as before though)
Eh.

The level design in general was empty and lacking. In all honesty, it was boring because there was nothing to distinguish the levels from each other besides graphics and the fact that the first castle was more flat than any of the others before it. There is a sudden and inexplicable difficulty spike in the second level of world 2, and stays at that level up to the runman level, which I ended up giving up on since I reloaded a savestate from two levels beforehand, and didn't want to do those levels again. The level I liked the most though was the second level of the first world; it really stood out in level design quality.

Music wise, for the most part, it was good. Most of the time fitting, but the music in the first castle is kinda annoying.

Aesthetically, it was pretty clashy with the redrawn sprite graphics (not that the vanilla graphics would be any better). In the second level, there was a Yoshi's Island BG behind a grassland set that doesn't work with YI's graphical style. In world 2, one of the first levels throw some cathedral background against some ghost house graphics that don't go together. There isn't much decoration lying around the levels either.

Overall, it wasn't a very fulfilling experience.

40% (reject). There's a lot of stuff to play with in the sprites section, and since you've shown no qualms about having graphics that clash like gladiators (level 2, world one and two), why don't you use those to their fullest potential?

Difficulty: Easy for the most part

inb4 screamed at
I like the intro, only problem is that when you lose you have to see it over and over and over again which is extremely annoying.
The platform with the spike under is sensitive at the sides meaning if you touch the sides and not the spike you die, also, not sure if this makes sense but in the beginning if the you lose you get a "Time Out" but the time didn't run out.

Concept- Not sure what a brontobront is suppose to be doing in space but since it doesn't affect game play I guess It okay.

Sprite Issues- I don't know if anyone other than me has noticed this but when you press X when climbing on the metal plate, Moon light's sprite suddenly changes to Mario's for at least a Nona Second, You die when you don't even touch the flame from the flame thrower, its like a box with the appearance of a flame.

Level Design- Basic, levels are empty, lack of coins in some and not much things in the environment, it just looks boring and plain normal.

Music-Music sounds a lot good and like the original, there nothing negative I can say about it.

Until the said errors are fixed this should be Rejected

Difficulty; Normal
Played without SaveState
Umm...we were supposed to wait for a staff member's reply here, but I guess it's okay if we review the update in advance?

Anyway, back to this one again...I think my opinion didn't change much.

I saw you improved your level design a little, which is a very good move from you. Although it's not a major change: I still think that your level design is overall flat, despite a few parts (like in the factory level or the starman run) which were really well made. You shouldn't plan levels without interesting ideas and/or gimmick: infact, most of them were "one way right, avoiding enemies on the way". Bringing this concept over and over again, like you did, makes the game really boring to play rather than fun.

Aesthetic-wise, it didn't change much, you can see a few BGs which are bad assembled. Moreover, as already stated by my previous review, the GFX are still inconsistent from level to level, which makes the hack lack of professionality.

Misc issues are what makes me sure of the final verdict: infact, I found a few which must be fixed. The "flamethrower" here is still silly, even if fire is gone, it still hurts me. Consider using a custom block here, I guess; Mario is Jesus...no anyway, I know you made the water solid because of the new sprites, but why not using a custom block here as well?; weird actlikes here, it's like a cement block, it doesn't even hurt me; glitchy graphics happen in the castle boss when defeated.

Difficulty is still normal, the level design got a tad more challengy than before overall.

Due to misc issues and for the boring level design, I'd still go with rejection. A suggestion I can give you is to have some testers, if you haven't already. Trust me, they'll help you a lot.
This is going to be a priority of mine Wednesday. We're generally supposed to wait for a staff member before reviewing updates (reason being the instant removal filtering to determine whether or not the priority of this hack for reviewing should be lowered beneath that of a hack that needs it for acceptance) but I spent most of Sunday and Monday not home so... we're going to do this backwards. You can continue to review this hack, but until I can see and play this latest version in full, no action will be taken on it.

The old one will be removed and the OP will direct to the latest version in the hacks section until I mirror it when I review it next.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Suika Ibuki - 25107
Ok if we will can continue to reviewing.
Green Fields This area is kinda hard to reach and have only 2 coins.
Youkai Forest: Have a much bigger BG FG Clash.
Continuing later in the game i find:
The Yellow Button: It's just anUNEDITED SWITCH PALACE.
In Mario's Fleet Feet:
Flying pipe shards looks weird,and THIS AREA
looks kinda silly, because is an space with anything, also From this point to THIS POINT i doesn't have any enemy to defeat, it makes
the stage pretty empty.
Greely's Hideout: Is a stage as you said don't have anything now.
Mountain Terrain: I guess this stage don't have much time to can be enjoyed.
King Dedede Keep: Doesn't have much of bad to say here. We play and stage that ends in a Cut-scene followed by a boss battle, the only bad thing is that the hack continues to be "walk and kill" only.
The full first OW:it have some cutoffs as you can see.
Float Islands: Not much to comment here, unless the water problem that
Wakana have said to you.
House of spooks:To me putting a lot of Those blocks is like putting a lot of gray cement blocks.after that stage i've got into the bonus if you look in the top you may see an cutoff.
Beachy blues: Not much of bad to comment here.
Underground Factory: at this point, have a lot of chains, but i can cheat and skip it holding from the ground this chain.
Race with Runman: is a pretty cool stage that uses from custom sprite to make a new gimmick. I actually find this stage pretty hard.
The OW event is "glichy" STEP 1 and now STEP 2.
#2 Iggy's fire keep:Bad pallete on this enemy and also a might BG FG clash.
From This pointto This point i have no enemy.
Problem with boss hitbox, but i guess it's unfixable.
and a glitch boss Death Frame.

Verdict:REJECTION.
Dificult: NORMAL.
General: Sorry for saying i will accept the hack, as you may see i've found more errors this time, also i think with all the levels only "walk and run" most of people will reject this. Fixing every thing i said and finding a new gimmick for some levels may cause not only me but everyone (i guess) to accept this. I wish you luck.
#unbanMB980
Link to latest and greatest
Quote
File Name: JTTMK3 - Mario and Moonlight's Quest
Submitted: 2014.07.26 ~ 22:59:53 by HackerOfTheLegend
Claimed: 2014.07.28 ~ 22:06:02 by Counterfeit
Authors: HackerOfTheLegend
Demo: Yes
Featured: No
Length: 14 exit(s)
Difficulty: Normal
Description: After defeating King Boo in his previous adventure, Mario later runs into a mysterious girl named Moonlight. The two eventually befriend each other, and after hearing that an unknown person is trying to revive Bowser after his death in JTTMK1, Mario and Moonlight set off on a quest to stop the unknown mastermind. But when they get to him, things turn ugly very fast...

Changelog:

-Most levels have been tweaked and/or added to in some way or another.
-Added the option to skip one of the longer cutscenes.
-Modified the title screen.
-Fixed some slightly messed up backgrounds.
-Fixed the status bar during the first boss battle.
-Fixed minor music errors.
-Fixed minor sprite glitch-ups.

ATTN mods/admins: I can't put this in the "Submission Notes" field so I'm just putting this right here; this is my priority Wednesday since so many people have posted reviews on it this weekend without a moderator check. -Counterfeit
Tags:
A few changes are present in this demo:

Some cutscenes are skippable. I personally would've put the question and the prompt together to save a little time and let every cutscene be skippable.

Green Fields still feels like it drags on aimlessly past the halfway mark.

Youkai Forest doesn't enable vertical scrolling - I can't see the top half:
yolk eye 4est
This does take me to the secret exit though but I still don't think it's right that I can't see anything. Other than that, I still like this level a lot.

The Yellow Button - a switch palace is still a level and it's not exempt from the "all levels should be done from scratch" thing...

Mario's Fleet Feet is still offensively weak. >_<

Mountain Terrain is still short-but-sweet but I'm starting to think that the pastel color of the enemies make them recede too much and they could use a stronger outline, and the level would probably feel more complete with some clouds in the background above those mountains.

King Dedede's Keep is a little better without the 2.5D look, but the layout is still uneventful and the Ticks clash a lot (KSS and KDL3 do not go well together, even if they are in the same franchise.)

Float Island has really weird instances where I can walk on water. Isn't it possible to make the enemy walk on a specific tile that Mario can't?
jesus mode
I like how there's a 1up hidden at the bottom of one lake, but I don't feel like there's enough emphasis on water; it doesn't do enough to set this level apart from others.

House of Spooks is still great but I feel like the pale outlines of the foreground objects clash a lot with the background; they should be black.

Beachy Blues had a lot of terrain graphics but no real flow to the level.

Underground Factory is still cool.

Racin' With Runman is still annoying.

#2 Iggy's Fire Keep still has weird interaction with the tops of the spikes. The tops should really act like normal slopes. Koopas also blend in a lot because of the pale outline. Interaction with Iggy is messed up; his hitbox extends a lot higher than his graphical space.

Eh, because of a few interaction issues and the fact that yellow switch palace was completely unedited, I am leaning towards rejection. The level design quality is very inconsistent - you have a few levels with great ASM gimmicks, a few levels with a solid core design, and about half of all the levels are uninteresting still.

Difficulty: Normal

Just look above you...
If it's something that can be stopped, then just try to stop it!
I was lazy and gave up reviewing this hack before, but aye, there we go.


The title screen is beautiful. Kinda weird how the characters float rather than stand in the floor but okay. :P


The intro level... Oh boy. It's Harumi's Buoy Base port.
The background in that looks bland, and the foreground is uh, kinda weird too, considering it doesn't fit at all with anything else. Kirby's battlefield looks extremely unappealing. Really, it moved from detailed graphics to SMW's stars BG and a rope as the platform? You should care a lot more for your graphical style...

The level is pretty simple and consists on a few jumps and enemy dodging. The pointing left/right spikes hurt me if I stand on them from the top - you might want to consider using a custom block to fix that. Meanwhile, the one poining top don't hurt me at all... Eh.


In the first level I play as Moon, but the OW character tells me otherwise... If you're going to alternate characters, try drawing something neutral to replace the OW Mario (maybe an arrow or something?).
And man, those graphics... They're a lot more detailed than what the hack's style seem to follow. SMW's coins and munchers and even the character itself really don't look good with their strong outlines if compared to the FG/BG. The fact that there are two differently-styled goombas really bugs me.

This level felt pretty bland and linear. There are many areas with no enemies, and when they appear, it feels like they've been just randomly placed. It feels really unfocused overall.


Youkai's Forest's foreground looks really good. I think that's the graphical style you should be faithful to. I'm not entirely sure about the background, though.
The large trunks look kinda weird, I guess you could redraw them so their lightning will make more sense...

This level did a lot better than the previous one in design and enemy placement. A few bland areas here and there, but that's all about it. Also, I like the secret exit placement.


The Yellow Button should be redesigned. Most people are probably tired of playing the original switch palaces by now. Try to use your creativity and make a little puzzle, or even a short normal level if you prefer it that way.


Mario's Fleet Feet suffers from the same problems as the first level. It's bland, linear, enemies are sparse and randomly placed when present. It's the opposite of action-packed, since all I need to do is to go forward and jump whenever there are holes or enemies.

NSMB graphics... >_>


Mountain Terrain has a fairly better enemy placement than the first and third levels. At least the enemies are more threatening, but some areas still feel very bland.
There's one high jump that's marked by a big line of coins somewhere in the first half of the level, but by following the coins there's a high chance I'll get hit by the barrel down there.

This foreground looks like paper and the background looks bland for the most part.


King DeDeDe's Keep is yet another straight-forward level, this time featuring pointy-head-thingies, koopas and one, two, three goombas. I personally like the challenge this level offered, but I still think your levels should be more than going forward. :/
Graphics from Kirby, fitting to the theme but absolutely not to the hack.

Also, how come the cutscenes end all like hey so friendly and stuff, and then Moon blows up the castle in the map? o_o PLOT TWIST


Float Islands's graphics look absolutely weird for me. The walls have a weird interaction because the "Act as" setting won't work for only half of a tile. The enemy set is almost the same as the first and third levels, except for those SM64 spider thingies and one flying hammer bro. You seriously need to use different enemy sets. Koopas and goombas get boring after a while.


House of Spooks is also a linear level, but kudos for using an entirely different set of enemies (lol chairs). Those boos are some annoying stalkers, but thanks for at least keeping the level not too overcrowded so I can run away from them easily.


Beach Blues lacks action. Koopas and shy guys weren't made to make entire levels alone. They're enemies that walk in the floor and can be avoided by jumping on, and that's all that happened on this level.
Also, what's up with those slopes? They act pretty weird.


I like Underground Factory. I really like the gimmick and the way it's been applied. My complaints are that I really didn't see those bullets coming out of those pipes before it was too late. Also the "fake path shooters" somewhere nearer the end come really fast and are really tough to run away from. Oh, and sweet graphics, too!


Racin' With Runman is tough, probably way too much for a second world. After the beginning it's way too hard to accumulate speed with all those slopes and short platforms with enemies to disturb you. Also all those precise jumps while running are totally unfriendly.


Iggy's Fire Keep is okay, but it could use some bigger enemy variety for the sake of interestingness. Those spikes have a pretty weird hitbox and they're kinda out of place imo.
I really like the FG, but the BG didn't blend too well.

Also I have no clue what's up with this boss, it just seems like it alternates randomly between hiding and walking, but simply running into it while I'm holding a throw block will kill it instantly... You should look into that.


Other stuff to comment on: I like the first submap apart from a little cutoff in the wall between levels 1 and 2 and a piece of floating land below the pipe to world 2. :P
I don't like the second submap as much though. The palette is bright and the shapes are just too squary overall.

You've got a nice soundtrack overall. The quality of the songs alternates a lot though, emphasis on Buoy Base in the intro. It's not a big problem though, considering you haven't used any really bad quality ports.


~

This hack is not the best I've ever played, considering that there are many levels that feel like there was very low effort put into them. I suggest that you redesign the bland ones, and use a different enemy set in the ones that are based around koopas and goombas. There are definitely some that you should keep (like Underground Factory), but for most of them there isn't too much that can be saved, design-wise.

Also, please use more fitting graphics. Everyone says that level design should be the focus and stuff and it really should, but that doesn't mean graphical consistency won't do any good for your hack. No offense, but the style unconsistency made this hack look really messy overall.

Voting for denying. Keep in mind that you have a great story going on along with a nice sounding soundtrack and a few really decent levels, so don't be unmotivated if I think there's too much to be done before this becomes a great thing. I wish you good luck with this and I hope to see this improving every once more!

Difficulty is "Normal".
Well, I guess I'd like for the hack to be removed, then. I guess I'll never get a hack accepted, no matter how hard I try (As of now I've been working on this hack for half a year). Sorry if this post sounded really pessimistic, but seeing as how so many things I attempt to submit here almost always get rejected, I've just lost hope for submitting things, mainly hacks.

Oh well.
So rather than try to improve the hack you just sort of throw up your hands and give up? This is more pessimistic than I am sometimes.
No, I'll still work on it and eventually finish it and nobody will probably even care, like what happened with JTTMK2.
From my point of view the main problem with your hack is the bland level design in most of the levels. The best way to fix that is to redesign them from scratch. You don't have that many anyways, and that would be worth it if done right.

If you simply have no idea what you would do after the CTRL+DEL, I advise you to play a few hacks, read level design guides and just wait for inspiration to come. Levels you force yourself to design won't turn out good. The most epic levels out of the ones made up in your mind, when you put them in Lunar Magic, those are the good ones.

I really didn't want you to just "keep on working on it" and eventually finish it not worrying about quality. As I mentioned in my review four posts ago, you have a good storyline, a good soundtrack, and some levels are actually fun to play. If you take your advice, you can make it fully good. We're here to help you make your game epic, and while it may not be exactly at that right now, we're all hoping that you can make it so, and we believe on your potential.

It's all up to you though, but I'd be really sad if you didn't keep trying. :<
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