Name: | A Baby Yoshi Quest |
Author: | that1bigbossyouhate |
Added: | |
Version History: | View |
Demo: | Yes |
Hall of Fame: | No |
Length: | 9 exit(s) |
Type: | Standard: Hard |
Description: | had this idea for about a year now, finally was able to do it! update-4 added- SM64 triple jump look up/down function charged fireball attack fixed- a small sprite error adjusted difficulty (sorry for the really late update, i have had a ton of tech problems and personnel stuff going on) |
Tags: | |
Comments: | 20 (jump to comments) |
Rating: |
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455.34 KiB | 2,138 downloads
Comments (20)
Never
I like when you have to take the key and return to the beginning of the level with it.
Also, the power-up (reskinned fire flower) still flips back and forth, but you can use this to fix that:
added- SM64 triple jump
look up/down function
charged fireball attack
Ooh! Nice!
Yeah!
eh i just kinda didn't like the weird smile the normal baby yoshi's had, also he is on a quest, so he is serious!
indeed
I think the biggest problem with this hack is the level design. It just feels a bit bland at points. A lot of the enemy placements need some work. There are times when I see enemies walking off in the opposite direction when they appear on screen (such as in the first level).
The difficulty curve is also weird. At points, the game feels really easy. At other times, it feels unnecessarily difficult. The Muncher Ghost House is a nuisance to play. The pace is really ruined by having to constantly wait for the ghosts to appear and disappear while jumping over the Munchers.
Overall, not great, but I've seen worse. It does need a lot of improvement in the level design. Just throwing a bunch of enemies at the screen does not constitute in good level design. You need great structure and efficient enemy placement for good level design.
Good luck on the final project!
thanks for the feedback! the reason the difficulty curve is odd is to give the player a feeling of success while still playing the level.
I think the biggest problem with this hack is the level design. It just feels a bit bland at points. A lot of the enemy placements need some work. There are times when I see enemies walking off in the opposite direction when they appear on screen (such as in the first level).
The difficulty curve is also weird. At points, the game feels really easy. At other times, it feels unnecessarily difficult. The Muncher Ghost House is a nuisance to play. The pace is really ruined by having to constantly wait for the ghosts to appear and disappear while jumping over the Munchers.
Overall, not great, but I've seen worse. It does need a lot of improvement in the level design. Just throwing a bunch of enemies at the screen does not constitute in good level design. You need great structure and efficient enemy placement for good level design.
Good luck on the final project!
The hack reminds me of Donkey Kong 94 as you need to find a Key in order to beat most levels. The hack I would say is Normal with its difficulty which lets it be accessible to all players.
The Castle/Reznor level can get a bit chaotic but its an energetic end to a fun little romp. Looking forward to seeing more of this.