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Super Wakana Land by Wakana

File Name: Super Wakana Land
Submitted: by Wakana
Obsoletes: Super Wakana Land
Authors: Wakana
Demo: No
Featured: No
Length: 69 exit(s)
Difficulty: Hard
Description: Help Wakana finding her missing donations box in an entertaining quest! She will encounter lots of characters along the way, which will either help or obstacle her. Will she find her donations box?



Read the included readme for misc infos and suggestions.

Have fun!



WARNING: the hack contains NSFW content, disturbing imagery, epileptic parts, bad words and adult topics such as weed. Don't play this hack if you're under 18 or if you're particular sensitive to anything mentioned up there!
Screenshots:


I'm rejecting this hack for now - not because it's an inherently bad hack, but because it's currently too unpolished of an experience to be accepted. Note that the non-gameplay aspects, while very questionable, did not influence this verdict.
I split my review into a "clarity issues" part and a "gameplay issues" part.



-- Clarity Issues --

1) Level icons:
Firstly, the NPC that explains the icons is fairly easy to miss. I'd instead put it in a message box to draw more attention to it.
Secondly, I have issues with how the Hidden Secret icon is handled. It's used to signify both progress-relevant porn and optional porn. Because of this, you end up having to look though a lot more levels than you actually need to. I would either remove the icon for levels that only have optional porn or give them their own icon. (related)
Also, the first level's Hidden Secret icon actually indicates a secret exit, which seems weird and inconsistent to me. I'd just change it to a normal secret exit icon or remove it altogether (elaborated on in Design Issue 2).

2) Puzzles:
The biggest offender here is The SUCCen Ship, which no one I've talked to about this hack could figure out on their own. I had to ask StrikeForcer, who knew the solution from the author. How to go about nerfing this puzzle is up to the author, but something needs to be done about it.
The other major puzzles (passwords & input code) I could figure out on my own, although they could stand to be more clear as well:
For the hint in Water Castle #2, I'd go for PASSWORD: BUTTCHEEKS instead of YOU FOUND BUTTCHEEKS. At first, it didn't occur to me that that was supposed to be a hint, partly due to all the other meaningless porn in the game. Some sort of sound effect for hitting the letters in Water Castle #3 would be helpful too - I had to input the password multiple times because it didn't register that I hit all the letters.
For the other password, you should clarifiy how many letters there are in total. Also, it'd be helpful to rename ??? to The Giant or something along those lines to build more of a connection to the hint in Ancient Building.

3) Misc.:
There were a few other instances where I was stumped for a while. The puzzle area in Sleepy Ship comes to mind - the solution felt really janky and arbitrary, basically boiling down to "go back and forth in the right way so that everything works out". The self-aware comment at the end doesn't justify it. I suggest scrapping and remaking that section.
Furthermore, it took me a while to figure out how to damage the boss in Hidden Lab 2 and I'd appreciate if that was explained in a message. Also, correct me if I'm wrong, but the "you need all dragon coins" blocks were never properly explained.



-- Gameplay Issues --

1) HP recovery & other MP-related things:
The addition of the "trade 50 MP for a heart" mechanic accidentally makes this game much more annoying than it needs to be. What it lets the player do is get all their health back if they stand still and hold up for a minute. With how difficult, hard-to-parse, and frankly unfun the later levels are, the player is almost guaranteed to fall back on this strategy and ends up spending dozens of minutes of their playthrough with waiting and holding up. Not only that, but this also means there's no incentive for improving. Why bother to try and keep your health through a difficult section when you can get it all back as soon as you find a save spot? This issue becomes especially evident in The Final Showdown.
I would suggest killing this mechanic and instead giving out hearts more generously. I think this would do wonders for the lategame.
In fact, I would even go a step further and introduce an item that instantly gives you 50 MP, just to save the player the trouble of waiting 15 secs to recharge their weapon. This may not seem that important at first glance, but these little quality of life changes really go a long way.
Also, I second this.

2) Difficulty curve:
The first half or so of the game is mostly enjoyable, but as soon as you reach Much Skiils, the game takes a sudden turn for the worse with levels much more frequently relying on awkwardly placed enemies and tough doublejump obstables for difficulty. You're likely to just damageboost though most of these. This also coincides with the HP issue mentioned above. In general, I would suggest nerfing the later levels a tad to smoothen the curve.
The most egregious difficulty spike, however, is the hidden boss in Adventure, start!. Even if it's not intended to be fought until near the end, a good amount of players will find and try to beat it right at the start of their playthough. Maybe remove the Hidden Secret icon and hint at it in the SMWC Hub instead?

3) Traps & other deliberately unfair parts:
These just feel out of place in this hack and do nothing but hamper the experience. I'm talking about the ON/OFF traps in Ancient Building and the ground in Sleepy Ship in particular. The former could just be indicated with differently colored bricks or something and the latter I think should be rethought entirely, as stated above.
The Who Wants to Be a Millionaire level is also just a massive grind for anyone who might not be familiar with SMWC and/or biology.

4) Crash:
If you jump here and then shoot while you're offscreen, the game crashes. I don't know if this can be observed anywhere else.

5) Misc.:
Hardest level ever or not, The Final Showdown needs some adjustments. Besides the entire HP recovery situation, my main issue with it is the block snake room is highly unintuitive. I would suggest replacing or at least moving it to near the start of the level. Also, this can happen. Having to beat that one small room before fighting the final boss each time is annoying too.
In a similar vein, the hidden boss in Adventure, start! desperately needs another midpoint before it. Having to recollect all dragon coins everytime you die to a boss where you have very little control over what's happening is beyond tedious.
Lastly, Creepy Pasta is too dark.



To the author: you can make of these criticisms what you will. A lot of them wouldn't be rejection reasons on their own, but here, they just kept piling on until I decided a rejection was in order. I suggest you fix as many of these as you can, resubmit and then we'll see how it pans out. As I said, this hack isn't bad at its core, it's just very rough around the edges.

File Name: Super Wakana Land
Submitted: by Wakana
Obsoletes: Super Wakana Land
Authors: Wakana
Demo: No
Featured: No
Length: 69 exit(s)
Difficulty: Hard
Description: Help Wakana finding her missing donations box in an entertaining quest! She will encounter lots of characters along the way, which will either help or obstacle her. Will she find her donations box?



Read the included .txt for credits, stuff, and changelog of older versions.

Have fun!



WARNING: the hack contains NSFW content, epileptic parts, bad words and adult topics such as weed. Don't play this hack if you're under 18 or if you're particular sensitive to anything mentioned up there!
Screenshots:
hey there wakana,


i will refer to Lazy's Reject log

while most of the issues he named were fixed, some weren't.
lets get right to the major ones:

"Creepy Pasta" is still way too dark. its almost impossible to see anything.

Originally posted by Lazy
The Who Wants to Be a Millionaire level is also just a massive grind for anyone who might not be familiar with SMWC and/or biology.


edit: ↑ if these are fixed, submit it again and im sure it will get accepted.

other issues:

the Difficulty is really high. you removed the feature to recover hp by charging up 50 mana points which is a good thing, but the hack lacks mushroom blocks (or heart blocks) and midway points.
Originally posted by Lazy 2
In a similar vein, the hidden boss in Adventure, start! desperately needs another midpoint before it. Having to recollect all dragon coins everytime you die to a boss where you have very little control over what's happening is beyond tedious.


since a lot of these bosses have "bullet hell" like attacks, i think a midpoint at least close to the boss is a fair thing.


the (now unskipable 👍) tutorial still lacks the information about the "collect all 4 dragon coins to pass through these blocks" blocks.
a level icon indicating that you actually need all 4 coins in a level would be nice. since the coins are usually in places where you take damage. collecting them speeds up the mana charge which is fine, but other than that they have no use when theres no secret hidden behind the "dragon coin blocks".





personally, i had no problem with the puzzles, besides the one in "???" i didnt find the code for it anywhere and had to look it up on youtube. (thank you Lordkronos100)

on a personal note i just wanted to add that at first i didnt know i'd end up modding this hack and that im still new to the mod team, so my logs will lack the experience of users like lazy. and for that i want to apologize, but i think i pointed out all the flaws that werent fixed.
I always come back - W. Afton

pm me if you need someone to test your hack (easy - kaizo light), i'd love to help out and break it <3
please let me know some infos about your hack (exit amount, difficulty you aimed for, any special patches used like walljumping etc)

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