Originally posted by K.T.B.I like your use of ExGFX and music, they always blend together really well to create a perfect atmosphere for all the levels.
Thanks a bunch. I hope I will be able to keep this touch in my next project. I really like SMB3 Mario graphics.
Originally posted by K.T.B.I found myself enjoying the "coin hunt" levels a surprising amount. They never felt unfair or ridiculous, and were put together pretty well, so they were pretty compelling to play through.
That's good new to me, I sometimes feel lost with the coin hunt, because of the "intelligent" design needs, such as reset pipes and checkpoints, as well as the problem of coins disappearing or reappearing. Finally, my method of cutting the level in two parts sounds like it gets the job done.
Originally posted by K.T.B.Wasn't a big fan of Golden Plateau - compared to the other levels, it felt kind of bland and was really flat. Then again, I suppose that's to be expected from a plateau-based level...
Yep, in fact this one was a blatant edit of some Donut Plains level. It does not add much value.
Originally posted by K.T.B.Oh yeah, and that level where you had to throw a shell around to get through the on/off switch maze was pretty fun as well. Puzzles like that are always a blast.
Cool. Glad you liked it. I often feel shy or lazy to put together puzzle levels, so if I know I can make one that's pleasant, I'm satisfied. Did you try also the invisible Mario alternative to this level? It is an invisibility sprite from the starsw pack if I remember well, I am not sure whether I can still find it around, or apply it using PIXI.
Originally posted by K.T.B.So yeah, it was cool to go through. Even the levels that didn't have unique "gimmicks" per se still felt well-designed, so you evidently have a handle on good level design. I know you said you weren't submitting this, but I feel like if you added events so that the levels weren't all accessible right from the start then it would be accepted pretty easily.
Thanks, that's nice. nt61 and other commenters were pretty enthusiastic about a submission, too. It is quite comical that I had to abort the project after just not being able to finish the credit rolls. I did not track my assets that well, though. Also, at this time, I've become enrolled in the workforce, in a foreign country, after having 3 monthes of unemployment at mom's, haha.
I did not know, that a submission fails to pass the jury if there are no map events. I must say I've never learned too much to make use of asm to develop some sort of story or unique boss fights, my main focus is the level design : I love testing my own levels until they make me sick. Of course, without story, it's more difficult to come up with a consistent map.
OK, so if you could say it's solid overalll, I will definitely gather the favourite levels, and some sprite/blocks ideas for my next project.
...And yeah about unfair levels, I would say the worse one is the (!) HILL... Man, these Clappin' Chuck jumps were so awful, how could I think it was a good idea! Haha, good ol' me. If I make a moderate use of this, it can be fun.
Thanks for your review Mr. K.T.B!
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Previously known as Darkslayer (2008-2020)
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