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[105] Mars Colonization
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - [105] Mars Colonization
Pages: « 1 » Link
Updated Level v2: http://bin.smwcentral.net/u/11614/Entry.zip
Video: https://www.youtube.com/watch?v=u5giD-DJFwI






Feedback, please?
P.S If my entry breaks any rules, please let me know.
Not a bad level, however I think there's lot of things you can improve.

First of all, the palettes are a bit weird. The yellow sky doesn't make any sense for me at all. What is it, the sun light? Yellow lamps? -- I'm assuming the latter because it gets darker on top. I'm not very good at explaining palette but the background gradient can be much better, try decreasing the luminosity instead of saturation if you want to the top part look better. And additionally, if the intention is to make a slight night level in the first place, it would be good to add a bit of blue in the top of the gradient too.

The night one however is slight better. But I'd suggest you making a new background, since that one looks like original SMW.

As for the level itself, I think it's a little too hard and can be frustrating for some players. I see lot of hard sprite <-> spin jumps for progressing in the level and some sections looks like trial and error. It's important to make your level fairly difficulty balanced for a pleasant gameplay experience.

I think that's all. I'm far from the best feedback adviser but I think you can improve it a lot! Good luck.

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GitHub - Twitter - YouTube - SnesLab Discord
so this is something that bugs me a lot, so I'm gonna say it bluntly and honestly:
Originally posted by msi810
These desert aesthetics, the monty mole dirt patches and chuck rocks* and all that, the ones that ruled the deserts of VLDC9,
look awful. I don't know what it is with underground tilesets and people adding these everywhere, but it just doesn't look very good. I'm not sure what they're supposed to look like, but they look like crumpled paper or just a pile of garbage. idk how the judges feel about them but I think you'd be better off if you just got rid of them altogether. The monty mole hills on top of the fg look better, but still pretty bad.
*i know your level doesn't show any chuck rocks, but im making a general statement here.

speaking of crumpled pieces of paper, what the heck is that floating white layer 3 in the top right corner??


It's really hard to keep the sparkies against the background as it is. I like the use of glass blocks for blocks enemies can stand on. you have some neat set-ups with it, though the reliance of thwomp jumping is a bit silly. I think a lot of it seems a bit too precises, if the player doesn't know what they're doing they're going to die and feel like it isn't there fault. So I think you could afford to make some of the spin-jumping segments a little better.

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Originally posted by Hobz
speaking of crumpled pieces of paper, what the heck is that floating white layer 3 in the top right corner??


Probably it's the sun. Notice the sun position when the level is bright and darker. That should mean something, I guess?

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GitHub - Twitter - YouTube - SnesLab Discord
Also, if you're going for a "Mars" theme, then I must ask...Why is it yellow and orange? Where's the reddish theme to it? Mars is called the "Red" planet, not the "Orange/Yellow" planet... Just don't make the colors bright red, it's god-awful.

My suggestion: Add a little more red in the colors, but not too much. Make the skies a little more "sunset" ish, too, like perhaps in this picture of Mars taken. If you try doing these kinds of aesthetics for the "daytime" part, I'm sure it'll look amazing.
I have nothing else to say now. Huh...
Originally posted by Falconpunch
My suggestion: Add a little more red in the colors, but not too much. Make the skies a little more "sunset" ish, too, like perhaps in this picture of Mars taken. If you try doing these kinds of aesthetics for the "daytime" part, I'm sure it'll look amazing.

Is this what you meant?



Originally posted by Hobz
I think a lot of it seems a bit too precises, if the player doesn't know what they're doing they're going to die and feel like it isn't there fault. So I think you could afford to make some of the spin-jumping segments a little better.

Originally posted by Vitor Vilela
As for the level itself, I think it's a little too hard and can be frustrating for some players. I see lot of hard sprite <-> spin jumps for progressing in the level and some sections looks like trial and error. It's important to make your level fairly difficulty balanced for a pleasant gameplay experience.


Changes - Added more platforms for giving players more time to react, fixed the weird line guides, removed the third section, lowered the height of blocks near ninjis and thwomps, bonus room for 1-ups and fixed the dissapearing platforms.
Video v2: https://www.youtube.com/watch?v=CCrgsdhWo44
Anything else, I need to change and improve?
Looks better now. Although I'd question the difficulty again, I think it's challenging enough to don't get frustrating.

While some people might complain about the background very too hot / bright, I think it's good as it is, considering the sun appears in the level and therefore lot of brightness is generated.

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GitHub - Twitter - YouTube - SnesLab Discord
Ooh, yes, that is a LOT better now. I'm loving the aesthetics now. Now you'll truly feel like you're on Mars. Certainly helps you put in the Ninjis to represent aliens, and castle sprites to represent the machines put on Mars to explore it. Great work, msi. #wario{:peace:}
I have nothing else to say now. Huh...
Will there be something that looks like the mars rovers
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - [105] Mars Colonization

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