Originally posted by Darkslayer0:25 you may want to update the colours of the pipe because it seems to use the BG color set and it feels odd
In order to do this, you have to move the colors to the palette row (from the first to the seventh one) you won't be using so long as you have set the colors for the contest level only. Also you have make sure no objects use the colors from the background.
Originally posted by Darkslayer0:40 this on/off button seems to give you a lot of work... you may want to have a turn block next to it to escape the situation quicker. I don't know whether mini-Mario can flip the turn blocks? Or maybe, just put this section just one tile higher?
A better solution would be putting solid OFF blocks one tile above the shelless Koopa.
The first platform at 1:25 isn't necessary.
In my opinion, you should make some obstacles not so claustrophobic. For instance, you could cut out the rightmost part of the ceiling in the first Koopa jump section to prevent an unfair death after touching the ceiling caused by the jankiness tiny Mario. And the last screen scrolling pipe is pointless and makes the ending of the level more unfair.
Make sure you can play your level without savestates. On the video, we can see you use them in order not to return to the map. I tested it and you can indeed do it without any tools.
Overall, it's a cute level with some fun setups, but it doesn't fully use potential of the tiny shroom.
And the last, but not the least, non-level-related advice. To enter your level, make a post in
this thread with the download link to your level. Saying this cuz you didn't post your VLDC11 level in the Rules and Submissions thread in VLDC11 subforum.
I have a Discord server as well! (by joining,
you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.