I wouldn't say this was a bad hack by any means, but personally to me, it's just a bit too generic. While that's not inherently bad
, it definitely doesn't do much to set itself apart.
Contrary to what I found with Mario's Amazing Adventure, I don't really feel the author had too much fun designing these levels. The level design generally doesn't provide too much of a challenge, with levels boasting plenty of barren areas that are void of enemies, or even objects, such as this
(it's an auto scroller BTW, so even more zzz) and this.
For a hack to be successful, it must be able to keep the player on their feet. Even in a hack that's meant to be easy, the player should be faced with obstacles that make them think. There should still be satisfaction from simply playing through, which sadly, this hack lacks.
A lot of sections simply consist of jumping to the right over enemies, with no platforms, or twists and turns to make them any more of a challenge. The levels are mostly linear, but that doesn't mean they have to be cheesable by just dashing and jumping. I also feel the gimmicks the author played with weren't executed well. Fungi Highroad for example, had a lot of noteblock spam, which really, I doubt any player enjoy. The hack needs to be far less repetitive in general.
And why do you not let me keep Yoshi? :<
All that aside, another issue with this hack is how unrefined it feels to me, level design aside. Here's a rather minor example.
What I find odd here is how this waterfall does not have layer priority while the others do...? A more irritating example is in Blockfall Fortress. I know a message box does warn the player about this, but why exactly do
the stones hurt the player from the side? Surely if they land on top of the player, they will kill them anyway - that's just how SMW's mechanics work.
On another note: If the author is reading this, I highly suggest you use this
for any cutscenes. Having full control over Mario and having to press up just feels... clunky, and imo is not a good first impression.
As for music, I actually thought there were some pretty nice and fitting choices in there. Not much to say on that regard.
I also very much liked the graphical choices; although for the most part it was
vanilla GFX, I liked how they handled their palettes, and I especially liked how they made the desert from vanilla assets, even if I have seen it done to a better standard. Good on you.
As for the overworld, it was alright; although the pathing was very well done, the landmasses themselves need refining a little, just so they look less blocky (also perspective errors) but that's no biggy - it doesn't hurt my eyes or detract from the experience at all.
I also feel the hack had some other neat ideas here and there. For some reason I especially loved the use of boo buddy fish in the water levels lol.
As I said before, I don't think this is a bad hack - it in fact does have some great ideas. Right now, I feel it doesn't represent how competent or memorable a hack can be; the author needs to refine many of these said ideas, expand upon them, and most importantly: Think outside the box. Until then, it's a definite rejection