pretty early on, gotta test if some stuff is possible, but i definitely wanna make use of some fun tricks this sort of enemy setup would allow me to do~
Ezel Red Yoshi
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Location: Poland
Pronouns: They/Them, Any
This is what DKC2 would probably look like if it utilized the silhouette visual effect from Returns and Tropical Freeze.
By the way, you might want to consider making the "?" mark part of the blocks the same color as the background sky so the player can tell which blocks have stuff in them and which ones are used.
This is what DKC2 would probably look like if it utilized the silhouette visual effect from Returns and Tropical Freeze.
By the way, you might want to consider making the "?" mark part of the blocks the same color as the background sky so the player can tell which blocks have stuff in them and which ones are used.
I don't like how everything is a single pale color. The pale green chosen for everything but the enemies doesn't really look all that good in my opinion.
This level will definitely be one of the most memorable, the aesthetics and the music you have chosen are perfect. I really hope the level design is as amazing as the level looks, but I have faith in you!
rwhan Furret
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You know what I have come to admire in designs? The faded background. It gives a hack a more complete and whole feeling...like you are in the center of a big serene. Nice job.
Graphically, it's simple and aesthetic at the same time. I like how you used the bridge tiles with the spikes. And I'm sure we'll have a good level design from you, according to what I can already see in your image. Good luck!
It looks like a fairly solid run-n-jump so far. Looking at a picture isn't the same as actually playing it, but here's a few thoughts I had while looking at your image:
Judging from the picture, the midway point feels slightly too soon. I'm guessing it won't be too long of a level?
If the line-guided platform on the very first obstacle travels clockwise, players would most likely jump over the ? blocks at the start of the level, and then go back a bit to hit those ? blocks (that probably has a mushroom) from below. I would personally move the ? blocks just a little bit further out, probably above the platform with the Blue Koopa. I realize that this is extremely nitpicky but I do think it could help with level flow. idk lol
The tree leaves take up a good amount of screen space. Will things be hidden in them? Will the saws jump into the leaves, becoming dangerously obscured? I think that'd be cool.
I kind of miss the old level, but I'm pleased that you're actually using bright palettes in this new one instead of faded grey colors so many others seem to enjoy. Looks solid so far.
I'll try to post a more detailed writeup on this level later, but here's something that should probably get fixed:
There was a coin placed right above this invisible 1-up block. I would remove it so Mario doesn't walk on an invisible block and end up missing the 1-up.
EDIT: I think you can make the coin placed above the invisible block act like a purple coin using map16, and it won't do the invisible block glitch.
I'll try to post a more detailed writeup on this level later, but here's something that should probably get fixed:
There was a coin placed right above this invisible 1-up block. I would remove it so Mario doesn't walk on an invisible block and end up missing the 1-up.
EDIT: I think you can make the coin placed above the invisible block act like a purple coin using map16, and it won't do the invisible block glitch.
I agree. That spot is too obvious for an invisible 1-UP block to be there.
Other than that, the level is pretty neat. I really love the palette and simple aesthetics you used. The design is also fluent and fun.
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