Originally posted by SarielIt's cool to se ya here. I recall your name since your "grassy grotto" Level from the VLDC9 Collab. I really liked its design and from your screenshots it looks like i'd really dig this hack of yours, too
It seems relatively simple, yet it adds enough custom stuff to stand out from the "average vanilla hacks". Really good job and even if it takes a long time to create good levels sometimes (i know this from my own hack, too), keep working on it and one day you'll release an excellent hack!
I'm just afraid not many people know your name, but maybe i can mention your thread in the rope box nomination-thread, so it gets at least a bit more attention?
I'm glad you liked my old VLDC9 level, although, to be honest, I don't exactly consider it that good. I was mostly learning my way through Lunar magic back then.
Also, yeah, this hack is really vanilla only in style. I'm thinking of adding a lot more custom stuff along the way.
Originally posted by VeckGod these levels all look wonderful from just a mere glance. Some beautiful palette choices for each and every one. Solid levels throughout, I unfortunately don't remember seeing anything from you before but I hope to see more from you now

Rope box nomination would definitely do this some justice.
Well, of course you don't remember anything from me, I barely made anything before in the first place. Also, thanks for the nomination!
Originally posted by DarolacWho man, those levels surely look really good! I will try to give some feedback later! The combo of vanilla+custom assets, which is what I'm also going for in my hack, is what appeals me the most.
I'll be happy to wait for your feedback!
Originally posted by KoopsterI finished the two first, almost finished the mountain, had a look-see at the sky level
before getting stuck and just a little glance at the castle.
This is the closest to the VLDC experience I remember having in a good while. The levels look fantastic and the setup creativity is over-the-top while giving next to no consideration to the player's experience.
Super ruthless design all over the place, either for being
really difficult/awkward to pull off with very harsh punishment or for being
very easy to screw up permanently by despawning or killing crucial enemies (an even better example is the blue koopas in the rope level). Not to mention the unpredictable and finicky nature of many, many setups (I had a hard time dealing with the offscreen bats in the cave for instance).
The stages feel just a tiny bit too long, but that's enough for it to be worth considering cutting off some content or using multiple midpoints in my opinion.
You need some extensive testing and I'm sure this can go very far. There's lots of potential.
Good luck!
Well, first, thanks for playing and giving some feedback. During development, I've always felt that these levels might be a little too difficult to begin with, and I was never good at predicting the actual difficulty of a level. I'll try making them much easier next time.
By the way, you were supposed to hit the chuck to enter the yoshi coin area... but I forgot to close the upper boundary so you can access it that way and get stuck. Also, remember you can always exit a level, they're all open.