File Name: | Paradisum Insulam- Journey to Banquet Regality (FULL VERSION) |
Submitted: | 2016-12-09 01:18:07 AM by Vamperumbra |
Authors: | Vamperumbra |
Demo: | No |
Featured: | No |
Length: | 25 exit(s) |
Difficulty: | Normal |
Description: | The wayfarer plumbers Mario and Luigi, and other comical comrades. Receive honorable invitation from prestigious potentate Peach, to plenitudinous feast called, "Banquet Regality." So Mario/Luigi must venture through Paradisum Insulam, meaning "Paradise Island." For dinner engatherment sanctioned at Peaches empyreal chateau. THIS IS FULL VERSION! If you didn't amiably play primitus, demo it was 18 exits This ultimusly architecturized version has 25 exits. Featuring, minuscule desolate desert coejunctioning isle to Paradisum Insulam itself. New levels/Castles that finished hack! -Silverstone Fortress -Badlands -Paradisum Pyramid -Munchopolis -Megalazar -Anecodtal Message! -Caelestis Chateau |
This hack starts really swell, but it goes downhill rather fast. You might actually want to change the difficulty to "Hard" next time you submit it, because it really picks up after the second castle. Sadly, the difficulty very often roots from very cheap setups and makes playing this hack more of a frustrating experience rather than challenging or fun. Something I'd like you to change a bit before sending it again.
(Note: middle-click those links to open new tabs for quick viewing)
> You've got a bunch tight jumps and claustrophobic design: 1 2 3 4
> Some setups that are borderline unmanageable: like getting through all of those enemies plus the smasher and killing this chuck without getting propelled to the lava pit
> And blind jumps, occasionally: 1 2
> Some of the map16 also seems screwy: tiny pipe tops are passable, there's a switch here for some reason, and these ship edges seem to pull me down in the corners
Non-recurring issues:
> In Powdered Cliffside, climbing this pipe without getting hurt by the venus inside it is impossible.
> The midpoint in Silverstone Fortress is not functional.
> Megalazar has a really weird level structure. There's a corridor with 3 rooms, where the first one gives me a midpoint and takes me back, the second one gives me absolutely nothing, and the third one actually gives me the item I need to get to the boss. I'm mostly bothered by the second room; you shouldn't leave red herrings like that. You should also at least specify that the first room only has a midpoint.
> I managed to softlock myself here without a P-switch
> This P-switch run is also extremely tight, and you don't really have any way to leave the room if you screw up other than by dying.
Minor stuff:
> Why does the map have no events except for like, the first level?? It's pretty strange. It would really make it look nicer if you could take your time to set them up.
> You've got quite a lot of secrets hidden by invisible coin blocks, like the ones above me. Granted, they're just secrets, but they're completely lacking of indication and rather counter-intuitive in my opinion. It's your choice to change this, though, as they're never required for completion.
> In some levels, some tiles aren't really consistent on whether they're solid or decorative. These columns exist as solid and non-solid in both levels without any palette distinction between the two types. However, it ultimately didn't feel very hard to distinguish them due to the level structure.
~
In summary, besides a few minor issues, this hack suffers mostly from lack of difficulty balance. It feels like it lacked playtesting, either from you or from somebody else. Some of the levels are just a real chore to play, which makes me question whether you've actually cleared them without the usage of tools (especially since you've tagged this as "Normal" difficulty).
Please read this paragraph from the Hack Submission Guidelines carefully, and make sure to take this in consideration when you resubmit this hack and submit any future ones.
Quote
The moderation process is not a substitute for beta testing and is only suitable for content that the author believes is ready for approval to SMW Central. You are responsible for finding a beta tester and/or playtesting the hack yourself. You are advised to make a thread in Works in Progress instead if you are seeking general feedback. Also note that unless your hack is of kaizo difficulty, you should playtest it without savestates.
Thanks for your time.