File Name: | Yoshi Quest - The Awakening of Magic |
Submitted: | 07-03-2016 02:56:39 AM by Gregor |
Authors: | MarioBros980 |
Demo: | No |
Featured: | No |
Length: | 97 exit(s) |
Difficulty: | Normal |
Description: | "Welcome to the island! Yoshi is going for a vacation. Suddenly Bowser captured Luigi and stole jewelry. Yoshi can save the world? The hack contains 76 levels and 97 exits." So says MB980. Yes, I got permission to post it. |
Honestly, the main thing which doesn't work here is the fact that the author based his levels from the original: if you played SMW enough times, you can litterally tell the names of the original levels while playing the ones here.
Saying this because, other than violating a core value (starting levels from scratch), it kinda penalyzed you in the development of your levels: the design starts quite good, but as you proceed, levels get repetitive, samey sections, unfair parts, and the likes. It feels like you took the original level, slightly edited it, then added a few lazily designed screens so that it could reach screen 1F in Lunar Magic. Moreover, there are quite a few levels which make me easily figure you didn't bother testing, nor asked other people to test it: the brightest examples? All the levels which use the brown platform on line guides. Litterally every level you used this is kind of tricky when you have to jump on it, since the platform starts moving itself, and it's almost impossible to get on it without falling and/or being hit by an enemy which is in the way.
Poor design isn't the only removal reason; I'm listing here a big part of all the errors which made your hack rejected. Not in a particular order of importance, but you should really consider them:
- Gem forest: the secret exit is impossible to get. The turn blocks you placed are the unbreakable ones. Means that I can't get this level's secret exit, thus I'm unable to play a part of your hack.
- Cave fantasy: if you lose the mushroom and turn small, you're forced to die, since you can't break the turn blocks with spin jump.
- Not really an error but... the overworld isn't edited. You should really make your own.
- Rainbow Comet: no comment. While all the other levels are more or less okay in terms of aesthetics, this just needs to be trashed. The fast rainbowy palette animations made it really hard to be played.
- I can penetrate your slanted pipes;
- Eeeh... I must admit the HDMAs you used are quite fancy, but BG + FG HDMAs don't work when a message is displayed. The screen there isn't the only case; all the switch palaces do that, plus a few other levels with this kind of gradient;
- Needless to say that the level of your english is... not very high. You really need someone to proofread all your text for you;
- All your purple triangles don't have tile 1EB under them, making running on walls a bit trickier than how it's supposed to be like;
- BG scrolls a bit too up here; this BG is also weird;
- Some cases of relevant cutoff here and here;
- I said there are a few unfair parts in your hack. Examples here (this jump is impossible to make unless your timing with jumping on bullet bills is TAS-quality) and here (extremly tricky to remove blocks and get on one of them, especially if you're big);
- Some of your levels suffer from sprite tile limits errors. An example here;
- This layer 2 doesn't interact with the player and enemies, making it totally useless.
That's it. Overall, this really needs more work before it'll get accepted. Make sure to start your levels from scratch; also get some beta testers to test your hack before submitting it again.