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Various by: OEOTeam

File Name: Mario and Athletic Legs
Submitted: by OEOTeam
Authors: OEOTeam
Demo: No
Featured: No
Length: 1 exit(s)
Difficulty: Hard
Description: 1 exit
12 levels
and
athletic legs.

I hope you enjoy this hack.
Screenshots:
File Name: The Cake Island
Submitted: by OEOTeam
Authors: OEOTeam
Demo: No
Featured: No
Length: 1 exit(s)
Difficulty: Hard
Description: 1 exit
15 level

Mario's on the cake island.
sweet layers,
hungry enemies...

I hope you enjoy this SMW hack.
Screenshots:
File Name: Escape from the sewer
Submitted: by OEOTeam
Authors: OEOTeam
Demo: No
Featured: No
Length: 1 exit(s)
Difficulty: Hard
Description: Mario falls into the sewer.
Time is short.

Hurry up!

I hope you enjoy this SMW hack.
Screenshots:
I'm going to kill three birds with one stone, so here goes;

I played through three of these hacks so far, and I can't really say I enjoyed them, given the design decisions.

First and foremost, Escape from the sewer is generally too short; we don't accept hacks you can finish so quickly.

The other two hacks, I was generally expecting to be removed for that same reason, but quite the opposite. The levels within them are way too long. There's nothing wrong with long levels, but the problem is, they feel so repetitive and randomly designed for the most part; long for the sake of being long. That coupled with some baffling decisions of which I'll get into;

In The Cake Island you give the player 999 seconds on the clock and I still managed to run out of time, even when getting through as quickly as i could. By the last room I barely had seconds on the clock. Not only that, but from what I saw, there's a complete lack of midpoints. "Hard" hack or not, that's not fun, and it's generally bad design.

Not only that but you have some very haphazardly made setups filled with artificial difficulty. This room springs to mind:




This was stupid to get through, especially when you consider there's no midpoint.

Along with that, the hacks are filled with other issues, such as here where not only are the palettes bad, you've got confusing usage of tiles, with the pipe not being solid.

There were also cases of glitched graphics around and about. 1 2 3

The hacks have instances of where the player can also be unfairly hurt without much warning. Here for example: I got hurt by a blaarg's eyebrows which I couldn't even see because of the background colour.

This chuck likes to jump into the player's face during the aforementioned cheep cheep section.

A bit more on the nitpicky side but please don't do this with munchers. It's such a simple thing

~~

I think you'd be best sticking to shorter levels, and compiling them all into one hack. I've definitely seen worse in terms of design, but these long levels just aren't fun, especially with the ridiculous difficulty spikes in places and lack of midpoints.
File Name: Mario - The Crowded World
Submitted: by OEOTeam
Authors: OEOTeam
Demo: No
Featured: No
Length: 8 exit(s)
Difficulty: Hard
Description: A little game with you guys.

I've been playing for a long time and I wanted to share it with you.

Actually it's just a 'Special World'.
Screenshots:
File Name: Mario - Unknown Gate
Submitted: by OEOTeam
Authors: OEOTeam
Demo: No
Featured: No
Length: 1 exit(s)
Difficulty: Hard
Description: There are many levels.

but no chechpoint.



be patient.

be careful.



I hope you enjoy it.
Screenshots:
File Name: koledus
Submitted: by OEOTeam
Authors: OEOTeam
Demo: No
Featured: No
Length: 1 exit(s)
Difficulty: Hard
Description: a short hack.

a hungry and tired Mario.

huh.





I hope you enjoy this hack.
Screenshots:
File Name: Mario and Cookie Levels
Submitted: by OEOTeam
Authors: OEOTeam
Demo: No
Featured: No
Length: 1 exit(s)
Difficulty: Normal
Description: a few mario level for you!



1 exit

5 levels



I hope you enjoy this.
Screenshots:


These suffer from all the same issues as in the previous log:

- Levels feel incoherent and randomly designed. Different sections of a level often have absolutely nothing to do with each other.
- Levels are far, far too long, have very few powerups, and have no midpoints (with the exception of The Crowded World).
- There are little "gotcha" moments scattered everywhere that cause cheap hits: sprites that are hard to see or hidden entirely because of poor palettes, sprites that fall down from the top of the screen or rise up from the ground without warning, tiles that don't act how they look.
- Glitched or improperly applied graphics.


The last rejection log suggested breaking up the levels into smaller chunks, and The Crowded World is *almost* that. Instead of being long, levels are broken down into smaller, more manageable chunks... except they're still pretty long, and still suffer from all of the other issues listed, and there's still a super long level at the end anyway.

Further shorten the levels, design your levels a bit more coherently, and address the other issues listed in this log and the previous log, and we'll see where to go from there.