Happy 4th of July to you too, TheJullasicFox! I'm just saying that I could likely help you out with this hack if you'd like, although I have a fair bit of projects to do and juggle with so I may be late on them and such.
Anways, I played through the demo and I have some critisms to make.
No offense, although the graphics there could be drawn better. I get what SMWCF is and it does fit in with the art style used for the hack, although the title screen... Okay, Mario looks like himself and then there's the partners (or at least I assume they're the partners).. Yeah, that's a very different style in quality. Also, what the heck is that hanging on the cutoff vine? A space Grimer? I do like the pallet cycle with the title screen, though. In the meantime, you may want to replace them with their in-game sprites.
I really would love to do that Luigi, but it seems like I'm perpetually stuck here because I talked to you. I assume that this is an issue with this being the intro level and all, but you should likely fix that. Also, the roof of the house is still cutoff, same with the 1 line of pixels on the bottom tiles. Also, I can't run for some reason, so traversing the game is going to be pretty slow.
What the heck are these? Garbage tiles and the miscoloured body of Luigi? I assume these are some sort of debug stuff although you may want to have removed that before you publicly put out the demo.
Like I said, the tiles don't extend all the way down to the very bottom tile layer, and Mario can also just fall off the level and get a game over.
Hey miscoloured Luigi sprite.. uh, what are you saying? So you were originally going to steal the Plasma Star or something? Also, I didn't screenshot it but the red Toad houses have a blue tile for some reason.
What's with this giant used block structure? Mario also has some glitch tiles following him when he swims.
Hmm, alright then. There's an apostrophe that should also be in "names," although it's just a simple grammar mistake. In addition, there's a hammer in plain sight and getting it allows me to run as well as use it as long as I'm in this sublevel. The music here is also pretty... awkward as well, as if you just converted it from a MIDI to a txt file or something.
I don't think that's the right message for it.
Going into the farthest pipe on the right, am I supposed to swim above this?
There's some slight cutoff with the water and the pipe (although the original SMW did do that as well), and... oh god, the music here is even more awkward than as it was in the first sublevel. Is this supposed to be some sort of like Flopside version to it?
Unless that Koopa is supposed to say that, I don't think that's supposed to happen.
This blue question mark block briefly turns into a blue turn block when hit.
Alright, I will admit that improvement was made here than in the previous screenshot I saw of it.
Ouch, that's a pretty bad pallet on the eyes for the message box. Also, the layer 3 water (which moves with you when you go up and down) disappears when you hit it.
Is this door supposed to have blue outlines?
When Mario is hurt, apparently he has a seizure.
I will admit that the rainbow effect for the door is neat, although I'm not sure if it's intentional or not. Also, the stone walls are cutoff.
Both cutoff spikes on the stones and Mario has a glitched punching animation.
When I bring the key here, the graphic doesn't change to show that I can enter it. I mean, sure, the key disappears and I can now enter it but that's about it.
Another one? Also, I don't think that's the right type of door that he entered from, and going in that one brings you back to the first room, meaning you have to get the key there again. The background candles are also unlit, despite having the tile animation say otherwise.
Glitched spring tiles.
Is there any real reason why this Lil' Sparky is green? Is that to show that Mario takes more damage from it than other enemies?
Due to sprite limitations (presumably), when you use the intended path the key doesn't appear although when you bring a springboard to the area and make some of the platforms fall, it'll appear. Is this supposed to be a puzzle?
How come my spin jump goes really low now compared to my normal jump?
Just found out I can now ground-pound, and more cutoff tiles.
This boss is laughably easy as all you have to do is jump on it to beat it and it even follows you, making it even more easy, and there's a ludicrously large point bonus at the end of the level as well.
What's with the floating house and levels in the overworld maps?
The top of the arrows animation could be better.
Alright, I'll admit that that's a clever usage of the underwater background to create a desert/canyon landscape.
The inside of this building could look better, and how come these parts are solid? I know half-tiles aren't in the game (and have yet to be implemented as custom blocks) so I think it would be better if you made them act like air.
Part of this building looks like part of the background.
What's this room? is it supposed to be like a battle room?
After the "Hurry up!" theme played and awhile of doing nothing but wandering, Mario got hurt and that's about that. I presume that the time ran out.
Entering the second to last pipe underground in the sewers led me here with an empty message box.
So far, I can say that from an ASM standpoint, it's looking good, although the level design and such does need some work.
I have a DeviantArt, if you do want to see my art on there. I don't really visit it much now, though.