IPS Link
Note to the author: feel free to send me a message or post a reply in this thread if you have any questions or comments.
Major Complaints
The levels consist of long repetitive segments that are either overly easy or frustrating. Overall, the hack lacks a professional feel and seems to be the result of random object placement and palette changes just for the heck of it.
Image 1
This title screen looks very unprofessional and is rather painful to look at. The author needs to create an ambiance that will draw the player in, rather than cause the player to want to stop playing.
Image 2
I'm not quite sure what language this hack uses, but it's best to have the characters spaced in a more even fashion, instead of on the far left and right ends of the message area. Also, depending on the message, capitalizing all the letters may not be necessary here. The background scene has problems that are similar to those earlier addressed at the title segment.
Image 3
This isn't an awful over world per se, but it could definitely use some improvements. I'm not sure if the Vanilla Dome tune fits this map, and the piranha plant on the side of the hill to Mario's left looks a bit odd in its current position. The author may wish to ask other users for criticism on this map.
Image 4
Yet another area with a cluttered, painful appearance. It looks as if the author selected and inserted objects randomly with no real rhyme or reason. The custom palettes appear to be edited in a similar manner and are quite unattractive to me.
Image 5
Entering the door on the first screen takes me to this oddly colored room. The structure makes the room incredibly difficult to beat, but it feels more annoying than hard due to the way the objects have been structured. The player is not rewarded at all for his or her efforts. Beating the boss reveals no new over world paths (or even a storyline).
Images 6 through 8
Moving further North on the main over world reveals a second stage. This stage begins with a long, straight, flat P-Switch run. At this point it was clear to me that this hack was substantially worse than the standards upheld at SMWCentral, so I stopped playing. I feel that most audiences would become bored quickly when playing this hack, and that it is not suitable to be hosted on this site.
I recommend that the author start over from scratch after studying the design choices used in some of SMWC's more popular hacks, and also the original Super Mario World itself. This tutorial also offers insight on level design that might be useful to the author.
tatanga
Note to the author: feel free to send me a message or post a reply in this thread if you have any questions or comments.
Major Complaints
The levels consist of long repetitive segments that are either overly easy or frustrating. Overall, the hack lacks a professional feel and seems to be the result of random object placement and palette changes just for the heck of it.
Image 1
This title screen looks very unprofessional and is rather painful to look at. The author needs to create an ambiance that will draw the player in, rather than cause the player to want to stop playing.
Image 2
I'm not quite sure what language this hack uses, but it's best to have the characters spaced in a more even fashion, instead of on the far left and right ends of the message area. Also, depending on the message, capitalizing all the letters may not be necessary here. The background scene has problems that are similar to those earlier addressed at the title segment.
Image 3
This isn't an awful over world per se, but it could definitely use some improvements. I'm not sure if the Vanilla Dome tune fits this map, and the piranha plant on the side of the hill to Mario's left looks a bit odd in its current position. The author may wish to ask other users for criticism on this map.
Image 4
Yet another area with a cluttered, painful appearance. It looks as if the author selected and inserted objects randomly with no real rhyme or reason. The custom palettes appear to be edited in a similar manner and are quite unattractive to me.
Image 5
Entering the door on the first screen takes me to this oddly colored room. The structure makes the room incredibly difficult to beat, but it feels more annoying than hard due to the way the objects have been structured. The player is not rewarded at all for his or her efforts. Beating the boss reveals no new over world paths (or even a storyline).
Images 6 through 8
Moving further North on the main over world reveals a second stage. This stage begins with a long, straight, flat P-Switch run. At this point it was clear to me that this hack was substantially worse than the standards upheld at SMWCentral, so I stopped playing. I feel that most audiences would become bored quickly when playing this hack, and that it is not suitable to be hosted on this site.
I recommend that the author start over from scratch after studying the design choices used in some of SMWC's more popular hacks, and also the original Super Mario World itself. This tutorial also offers insight on level design that might be useful to the author.
tatanga