Name: | Super Fast World |
Author: | the_pilger |
Added: | |
Demo: | Yes |
Hall of Fame: | No |
Length: | 3 exit(s) |
Type: | Kaizo: Intermediate |
Description: | Chanagelog 0.2: Added Frame Rule Patch Disabled L+R Scroll This hack came from my first experience with Lunar Magic, so don't expect much. I will continue to work on this hack and deal with the rest of the functionons. Until then, I would be very happy to receive some feedback and suggestions. |
Tags: | kaizo light |
Comments: | 5 (jump to comments) |
Rating: |
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186.04 KiB | 961 downloads
Comments (5)
thank you
I really enjoyed this smol hack! good fun, and my kinda difficulty...
Maybe some fine tuning here and there, for example in level 2, after the discoshell i skipped the spinjump there before the chuck with a regular jump, bounce off the flying koopa and make it.
But tim sad that its so short!! more = better!
9/10!
Let's talk about larger-scale things first before the small things in the levels. The big one is that the exit count is wrong. I switched this for you while accepting it, but it's worth noting. Because the final castle takes you to the credits, it doesn't count as an exit (unless you patch something in for that). Because of this, the exit count is 3.
The level names being vanilla (and I guess the Yoshi's House text being vanilla) aren't cause for rejection, I don't think, but just add to the very rough overall feel. I recommend changing the level titles at least in updates.
Overworld: There' just some cutoff around that can be fairly easily changed with palette stuff or something.
Level 1: Cute little level. Usually these walls (image attached below) are not solid, as a heads up, though the player learns that fairly quickly. This is not a rejectable thing by itself, of course.
Levels 2 and 3: Probably the most interesting of the levels. Nothing really much to say as far as critique. I liked them. The disco shell troll in level 2 was cute.
Level 4: Here we get some cutoff and some pieces of sprites phasing in and out (images attached below). The former can be fixed by just patching in the "no sprite tile limits" patch. The latter is just replacing the tiles.
This is a fun, smooth little hack so far. I do want to caution having playtesting done before submitting going forward, even for a demo, as well as including credits for graphics and music somewhere, even a text file.