The Questionable Level Design Contest ends in…
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2017 - MARIO SUPER
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Originally posted by allowiscous
I put a ton of love and polish into this thing.

And it paid off! There's attention to detail around every corner. I'm loving the hell out of the visuals, too, the palettes in particular. For some reason I even rewinded two times to rewatch the fade-in to the first level - you really nailed that first impression thing!

A couple of notes after playing three levels:

* looks like the underwater layer 3 is cut off in the topmost row.
* the music won't reapear after unpausing
* what's the first level's music called? #ab{^^;;;}


Wow, I did not expect this kind of feedback! Thanks for the kind words everyone, it really means a lot to see this so well received. As for the bugs people mentioned, I'll get on to fixing them ASAP.
A couple more comments because I want your hack to be the best it can be. #tb{:)}

* in Green Gas Cove, the pipe leading to the secret room is missing a couple of corner tiles.
* the "lava bubbling in front of bone" animation is out of sync with the rest of the lava. (not sure if intentional?)
* I really like the rhythm you got going in Green Gas Cove. Mastering those jumps feels great.
* Your disabling the spin jump threw me off at some points - I'm not sure if it'd be better to make the button normal jump instead, or keep it doing nothing at all.


That is really good! The level design is AWESOME! I'll certainly follow the progress of this hack!
Sapientiam autem non vincit malitia.
Loved playing this demo, despite its overall difficulty being a bit over of what I'm used to play. Levels are super creative and fun to play overall, though I found some little thingies worth mentioning.

Pictured issues:
> Layer 3 cutoff above.
> Pipe corner cutoff.
> Aeon already reported, but this pipe led me to a blank, black screen, and I died.
> Whoops. I'd put solid dirt up there to prevent "accidents" like this.
> More layer 3 cutoff, in the Star Warp submap.
> And that's just me nitpicking level design. Found this jump way too tough. Died countless times trying it. But since it's a possible jump, it's okay I guess.

Not pictured:
> Mario in the title screen, after the autoscroll stops, keeps moving right and this looks awkward. You could, instead of using Mario there and making the level scroll, you could use a standing still exanimated sprite that gives the illusion of Mario walking, plus the autoscroll effect for layer 2. More of a nitpick than an issue in fact.
> When I pause, music is silenced, as well as one of the SFX channels. And when I unpause, they don't return playing. Maybe take a look at the sound effect to see if there's something odd in it.
> Removing the "time is running out" SFX was kinda bad move, in my opinion, because due to exploring levels, I don't really pay attention to the status bar. I died various times due to time up so I'd just suggest to reactivate the time warning.

Anyway, I say again, your demo is very, very nice. The secrets and exploration are also very well implemented. I can't wait to play the final release. Keep it up!

Yeah, I'd rather have spinjumping just get converted into a normal jump. It flustered me in Iggy's Warehouse a few times (by the way, I love how it's more difficult if you don't have the yellow switch, but I didn't realize how I was just banging my head until I beat it after like 3 or 4 lives lost)

My personal favorites are Green Gas Cove and Timberspike Woods. tbh Ninji Heights was boring, but I did find the 42 and hidden star so that's nice :D
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2017 - MARIO SUPER

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