Originally posted by MineylI'm playing 1.1 as I write this, so I'll be typing up things for consideration here as I go:
No problem, I really need as much detailed feedback as possible to make sure this level is above tolerable to play.
Originally posted by Mineyl- Looks like we'll have to give the graphics a revamp to a more consistent style. Isn't this set from Kirby's Dream Land 3?
Yes, this is one of my favorite sets from KDL3 (also was a pain in the butt to rip back in the day), but I also noticed that it's terribly inconsistent with the rest of the game. If there was a soul kind enough to make a tileset near akin to it, I would greatly appreciate it. I really love the palette glow animation in the second room and I don't think any other tileset can put it off. If not, I wouldn't mind using Counterfort's tileset as long as I could think of a new glow effect for it.
Originally posted by Mineyl- The tweeters in the second room get hung up on the corners of blocks really easily and spaz out.
One of the biggest flaws in this level was the choice to use custom sprites. I somehow managed to pick the worst when it came to the level I was designing, as they weren't in their nature type of 'battlefield'. Broken shyguys, Tweeters from hell, non-standard cycle pansers, sniper para-beetles/bats, and Cave story flying thingys. I'll find a way to rectify that, though, I'm not gonna be careless when fixing this up!
Originally posted by Mineyl- I couldn't reach the first door in the second room without shell-jumping, and when I went in the door, I was insta-killed. D:
Originally posted by Mineyl- The second part of the first time up-themed room is easily broken with a cape.
I'm okay with this, as SMW had the same issues. I don't want to force the player to do everything if they got the goods to thwart my plans.
Originally posted by Mineyl- The panser on screen 03 can be landed upon blindly.
I think I'll raise the ground for the panser and see how that works out
Originally posted by Mineyl- Does the time-draining water really need to stay?
I mean, it's only in this one indoor section and is never seen again.
It was an alternative to bottomless pits + you can still make it if you jump out fast enough, but I can redesign it into a more intuitive trap (everyone loves invisible coin-block pits).
Originally posted by Mineyl- I think the third outdoor section's time limits are too strict, but you're already going to address that. I echo AxemJinx's plea to get rid of the time-up gimmick altogether, though.
Yeah, I think the gimmick will be better handled if there are more rest stops. And as I said before, if in the end I can't manage to make the gimmick be more like a fair obstacle, I'll redesign the level without it.
Originally posted by Mineyl- Also, at the end of this area, there are coins over a hole that make me think I need to go down there and ignore the door, but it leads to death.
I thought the opposite would happen because of the p-switch block but that proves wrong yet again
Originally posted by Mineyl- In the first room after the midpoint, I think it needs to be more obvious that the player can fall through the clouds to their death because there are other levels in the hack that have walkable cloud tiles (in fact, there are some in the very next section of this level!).
Originally posted by Mineyl- The custom swooper bats need to either be tweaked or they need to be removed.
Well, I personally would like it if there was an "alert" phase to the sprite (pauses for a bit then makes a swoop down sound), but I think I'll edit the ground for it to be easy to dodge.
Originally posted by Mineyl- Also, slow the green para-beetles down a bit. It's easy to jump right into them if you don't know they're going to fly across the spot you're jumping to.
Noted, I think I'll have to remove them because they're basically like silent bullet bills. That or use purple coins to note where they are coming from.
Originally posted by Mineyl- In the pink sky section, the note block sprites are glitchy-looking.
I forgot about that :V, I'll just replace it with a springboard.
Originally posted by Mineyl- Return of the Cave Story enemies! I finally played Cave Story back in 2012, so I now know how these sprites behave, but their presence is slightly odd outside of the Wind Fortress music.
All according to plan, muhahaha.
Originally posted by Mineyl- This is very minor, but in the final part of this section, it's not obvious that that spot between the two pillars is a warp point.
Noted, I think it will be fine if I push the teleport gap to the right and put the two platforms with ?-block together.
Originally posted by Mineyl- I like how the end of the level ties into the desert. It's not very thematically consistent with the other rooms in the level, but it does give a sense of progress.
I honestly design that part of the level because I wanted a desert level but lost it via a random draw, glad you like it though!
Originally posted by MineylWhew. Sorry for the laundry list there. Your level was one of the bigger offenders, though, and I want you to be able to salvage it.
I thinkit's time to redeem myself from being the run ender of SMWCP, because I know a bunch of users who stopped playing because of my level. Thanks a bunch for the detailed analysis, greatly appreciated!
I'll make a bunch of changes today and post up an IPS tonight, hopefully. To other people, feel free to leave comments on the level even if I'm currently making changes, any feedback is welcome!
I wonder what a HFD opcode would do in ASM...