|File Name: ||Kaizo Fusion World |
|Submitted: ||Sun 31st Jul 2016, 17:13:57 by Darkguii |
|Authors: ||Darkguii |
|Demo: ||No |
|Featured: ||No |
|Length: ||14 exit(s) |
|Difficulty: ||Kaizo: Light |
|Description: ||This hack was inspired by all Kaizo Mario Worlds, and Super Dram World. The difficulty of the hack is crescent, starting from KMW 1 to Super Dram World. Also, the last part before the boss in the last level was inspired by Pit of Panga: P-break. Good luck with the game! |
I did enjoy myself with this hack. For the 3 levels that I could play, that is. I'm removing this because you seem to have forgot to remove your testing goal posts from levels 4 onward.
Entering these levels made you immediately win, and as such I couldn't play them, which is a shame as looking in the levels with LM they looked good.
Despite that I do have some issues with the 3 levels I did play.
Invisible coin blocks. I understand that this hack is supposed to represent a similar design to the original kaizo mario series of hacks, but this is 2016 and invisible coin blocks, and as such the artificial difficulty that arises from their use is generally frowned upon these days. Remove them or replace them with the 'dotted line' graphics that most hacks use today.
More technical issues, but the graphics of the pressed switch palace button are off, and the switch palace icon on the map doesn't display its 'destroyed' state properly, and so you can re-enter the level after beating it.
And a side note, you mentioned how the no sprite tile limits patch didn't fix the graphical bug in one of your levels, well I checked in LM and you hadn't set the sprite header to 10. Just click the
button and change the drop down menu to the value starting with 10.
That's it, sort those issues out and this hack should probably be approval ready.