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"Special Kirby World" by Big Brawler



i should actually do my job huh

File Name: Special Kirby World
Submitted: 29-07-2015 01:57:38 by Big Brawler
Authors: Big Brawler
Demo: No
Featured: No
Length: 8 exit(s)
Difficulty: Kaizo: Light
Description: In a ride for the "Milky Way", kirby
as crashed in a strange world full
of traps and dangers, you can help
kirby to Find A Way Out?

HAVE FUN!
Submission Notes: This hack no requires many glitches


The big problem with this hack is that it very closely resembles SMW's original special world. Not only with the overworld, which even features SMW's path to the star exit despite not being able to walk across it:



... but also in the levels, as well:



It's not a good idea to use someone else's design as a base for your own, especially if the original design is still noticeable beneath. Use CTRL+SHIFT+DEL in LM to completely clear the level of SMW's stuff, and then build your level from scratch. Trust me, it'll end up a lot better and more intersting.

Now, that's not the only problem this hack has. Among other issues, there are:
Floating munchers and precision jumps - While not necessarily bad in occasional use, your levels rely on these almost entirely for their difficulty. Take a look at the original Kaizo hacks for a second; yes, they featured a good number of munchers, but very rarely did you actually have to jump in between them, especially not in long stretches like there are in this hack. Find something to make your levels stand out.
Overabundance of items - While leaving some optional items is fine, in a Kaizo hack you should usually limit the player to what is necessary. Or, at the very least, what is useful; in that screenshot, for example, only two of the five items are necessary, and the silver P-switch actually does nothing to help you.
Cheap fakeouts - At the very least, there's not a lot of this in the hack, but it's something worth noting. Even in a Kaizo hack, many of the same rules as for normal hack design still apply, and one of them is fairness. Unless it's actually part of the level theme (e.g. ghost house, maze) or for a secret, the player shouldn't have to search for something without any indication. Always give some kind of hint to things, even if it's as simple as a single coin.
Block spam and bad palettes - Again, not an issue too prevalant in this hack, but still existing. Just with anything else, visual appeal is a significant part of making something interesting. Fixing this can be as simple as using ledges in place of large sections of cement blocks and using gradients for palettes (I recommend HCL).
Improper graphics/hitbox - When the Kirby sprite is 'big', it still has a 16x16 sprite, but a 32x16 hitbox. That can cause some rather annoying confusion. For future reference, there's a few hex edits to fix that.

Most of your problems seem to be design related, which is kind of unfortunate because that happens to be rather difficult to fix without just starting a new hack from scratch. As such, I have to choose to reject this hack. That said, I'm certain you can improve to make something worth accepting in the future.

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