File Name: | Kirbys DreamWorld Demo |
Submitted: | 2014.11.25 ~ 1834R by Aaronhoffer |
Authors: | Aaronhoffer |
Demo: | Yes |
Featured: | No |
Length: | 13 exit(s) |
Difficulty: | Normal |
Description: | My First Hack Please Enjoy Includes ~5 Custom sprites ~13 Levels ~2 Bosses ~A new 2 player Character ~Custom Graphics |
The title screen movie features a level with a mix of SMW, KDL3, and Kirby's Adventure graphics and enemies. Kirby actually enters on a Warp Star, but the explosion is glitched. A red orb over Kirby's head indicates he has more than 1 HP. I like the menu text. The double-layered top of the border seems kinda ugly though and the MARIO text next to the file name should be changed.
The intro has a few typos: Found should be found, alternet should be alternate, and the sentence should end with a period. Other than that, it's quite colorful and endearing like a late NES game.
Lirby's House is a structure made out of Ice Cream Island tiles that looks like it's a beachside area and not actually a house. Lirby is gone to save his (or her?) friends.
DreamWorld 1 is a decent introduction level with a key and a secret exit. The Kirby games have a lot of different styles so it felt kind of weird going from the NES-style first room down to the GBA-styled cave. Graphical assembly is clean and the level plays quite nicely. The key is near the end of the level and the hole is at the beginning - something that'd be bad if the level were any longer, but this is short and easy.
Yellow Switch feels kind of ...boring, and there's a bad corner tile that can be fixed with a little ExGFX magic. At least you can't reenter the level and get stuck.
DreamWorld 2 is a little step up in challenge. More holes, and a low ceiling one above the area with a Dragon Coin. It feels pretty fast-moving and has a very different atmosphere from the first one.
DreamWorld 4 feels similar to Yoshi's Island 3 but with Kirby's Adventure graphics. You start by scaling this multilayered plateau and find expanding turn block bridges. Yellow Switch blocks, like the original level, are a huge safety net. There's a cutoff pillar of land between some of these blocks. The slope has a problem where you can walk through the side - never connect a steep slope to a wall unless you use the block which seamlessly unites them behaviorwise. You can also walk through the sides of some of these walls and get stopped by dirt - check your Map16 settings and play through levels and test it thoroughly by "hugging" these walls to check for glitches. The part of the level which deviated from its base level felt a little on the flat side but got me thinking, you know, it would've been cool to have the coin pattern be triggered by having the Super lollipop power active.
Dedede Castle 1 has a glitched background - the top of the aura around the flame looks bad. The level design starts acceptable, but when you get into the autoscrolling layer 3 smash Iggy's Castle ripoff mumble mumble crappy edit grumble. :|
DreamWorld 5 has a blind spot in the area before the lollipop. The top of the level has a whole bunch of grassy tiles just hanging there. Not much to say on the design. It's kind of spacious.
DreamWorld 6 is a wide-open cave. I couldn't really figure out by just looking at the color that the red blocks were actually dangerous to the touch. There are some sprite tile memory problems in which I saw a Waddle Dee disappear in the tunnel. I liked this level other than that; the placement of Kabu in that tight area with the exit pipe was one of the smarter use of enemies I've seen thus far in the hack. I feel like at this point, I should be seeing more tricky and elaborate use of terrain and foes like that.
DreamWorld 7 is a forest. There's a graphical glitch where Yoshi hatches out of a black and green Kabu instead of an egg. The tongue and fireballs are also messed up. It's your responsibility to make sure that if you're going to use Yoshi in your hack to make sure his correct graphics files are loaded for every single level he can access, and use No Yoshi intro in levels where you can not accomodate him. The level is a little flat but has some neat visuals that set it apart from other levels, such as being able to walk inside the bigger logs.
DreamWorld 8 had the easiest key to get in the whole game so far.
Blue Switch was as short and unfulfilling as the Yellow Switch.
Dedede Castle 2 is a shortened version of Morton's Castle with a few minor changes, which again, is frustrating to play through because it's old material pretending to be new material. The boss battle is Lemmy. You can stand on the
"dazed" dots above Lirby's head
The bonus game is glitched and unbeatable and declaring this in a readme does not mean it will magically become acceptable. This is a game break which prevents the player from passing and it is inexcusable to leave it in your hack knowing it's broken. Use a goal sphere or a goal block instead.
Verdict: Rejection
Difficulty: Easy
Things to work on:
- Fix the graphical glitches (Yoshi is responsible for most)
- Replace ALL goal posts with goal blocks or spheres (if the sphere isn't glitchy)
- Make the castles and DreamWorld 4 /not/ obvious edits
Personal preferences:
- The level designs are kind of samey so think of concepts to set them apart
Notes:
- Kirby's item grabbing graphics don't look like he's holding the item when his hands are in front of his face rather than to the side. The graphic where it looks like he's holding the item in his mouth is perfect for the item holding though.
- The cape isn't attached to Kirby in some frames.
Overall this is actually a lot better than the older versions of this hack you uploaded, and you were closer, but still no cigar.
Just look above you...
If it's something that can be stopped, then just try to stop it!