I finished with my entry, but before i submit, i want some feedback and see if the level is decent enough for this, also, i want someone to say if i organized all the documents correctly. Uh, also, i put the download link in case you want to play.
This level while I like its color palettes, I have 3 major problems with this level.
1. It is busy with it's graphics. Like holy, it is distracting with how it uses the SMW forest set mixed with the obstacles seen in Yoshi's Island 4, rope graphics, and the castle graphics, all of it being very close in proximity they are that it takes away the attention the player would be having on getting from Point A to Point B.
2. The ideas appear to be disjointed in execution, as the second area appears to be themed on jumping on wigglers and small bird platforms while the first area is a waiting game to jump off of Eeries, which is harder to pull off than with wigglers because of the pervasive threat of pit below and the smaller hitbox the Eerie has.
3. Alongside 2, the level is cramped being that you like to place obstacles as ceilings and have enemy density placed where those said obstacles are which for a theme like this and on the ideas seen in 2, id think its conflicts with that.
-------------------- On Pixel Art Requests: I generally do not accept work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that.
-I also do not accept speculative work as I do have various art I made on-hand with me.
-I am more receptive to equivalent exchange of resources in which case, you can DM me wherever I have an active presence on for the details.
-Other times I'm availible for your project is C3 request threads I may run.
This level while I like its color palettes, I have 3 major problems with this level.
1. It is busy with it's graphics. Like holy, it is distracting with how it uses the SMW forest set mixed with the obstacles seen in Yoshi's Island 4, rope graphics, and the castle graphics, all of it being very close in proximity they are that it takes away the attention the player would be having on getting from Point A to Point B.
2. The ideas appear to be disjointed in execution, as the second area appears to be themed on jumping on wigglers and small bird platforms while the first area is a waiting game to jump off of Eeries, which is harder to pull off than with wigglers because of the pervasive threat of pit below and the smaller hitbox the Eerie has.
3. Alongside 2, the level is cramped being that you like to place obstacles as ceilings and have enemy density placed where those said obstacles are which for a theme like this and on the ideas seen in 2, id think its conflicts with that.
So for 1:
Is better "reduce" the gfxs to make the things less distracting?
For 2:
Oh, you mean the consitence of the level? Is good to make the First room themed like Second or the Second Themed like the First?
For 3:
Err.. You mean the tights passages? Like the First room have ceilling and Four eeries together?
- this level has some ridiculous atmosphere to it!
- the ropes look climbable so i tried and then died. Same as the bulky forest leaves. like Strikeforcer said, a lot of it is clutter and unnecessary (even distracting)
- the sudden turn block jumping caught me off guard, i dont think i had enough time to prepare for it.
- minor, but raise the turn block with the fire flower at the midpoint 1 more tile up
- i spent a long time trying to figure out how to get into that door beneath the level. it looks like a bonus or a secret. I'd move it or remove it all together tbh
- i popped the goomba bubbles and they killed the wiggler so i took a hit??
- you have to change the bottom greenish bluish dino torch palette too because the wiggler flashes all sprite palettes when you jump on it
- the fourth yoshi coin didnt spawn my first time through the level
- a good design tip: anytime mario hits a ceiling or the side of a wall while making a jump, if you can, raise the ceiling. bonking your head isn't a good feelings and hitting the side of a wall while you're trying to jump is annoying design
- 1 tile ledges suck. they suck they suck they suck. You slide right off them and die and it's stupid. please make your ledges 2 tiles minimum.
- Some of your forest dirt tiles are solid (130) lol
i got a game over and dont have the patience to start over, but i mean. it's challenging, and at times it feels pretty unfair. low ceiling, compact design and a lot of precise jumps with no time to react make this level pretty tough. The colours are neat and i love the bird platforms, but it's not my kind of level
This level while I like its color palettes, I have 3 major problems with this level.
1. It is busy with it's graphics. Like holy, it is distracting with how it uses the SMW forest set mixed with the obstacles seen in Yoshi's Island 4, rope graphics, and the castle graphics, all of it being very close in proximity they are that it takes away the attention the player would be having on getting from Point A to Point B.
2. The ideas appear to be disjointed in execution, as the second area appears to be themed on jumping on wigglers and small bird platforms while the first area is a waiting game to jump off of Eeries, which is harder to pull off than with wigglers because of the pervasive threat of pit below and the smaller hitbox the Eerie has.
3. Alongside 2, the level is cramped being that you like to place obstacles as ceilings and have enemy density placed where those said obstacles are which for a theme like this and on the ideas seen in 2, id think its conflicts with that.
So for 1:
Is better "reduce" the gfxs to make the things less distracting?
For 2:
Oh, you mean the consitence of the level? Is good to make the First room themed like Second or the Second Themed like the First?
For 3:
Err.. You mean the tights passages? Like the First room have ceilling and Four eeries together?
All of those points I raised that you are asking the question in response to are necessary to take. Additionally, read what Hobz above said. I also want your ideas to be consistent from point A to Point B. You have potential darken, why not take it up a notch.
-------------------- On Pixel Art Requests: I generally do not accept work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that.
-I also do not accept speculative work as I do have various art I made on-hand with me.
-I am more receptive to equivalent exchange of resources in which case, you can DM me wherever I have an active presence on for the details.
-Other times I'm availible for your project is C3 request threads I may run.
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