234537
YES custom title screen level and movement, love it love it
Yoshi's House
yoshi
yoshi
yoshi
yoshi
thanks for giving the birds a nice rope!
Souffle Fields
delicious palette! on like the second screen, the concrete blocks are a little awkward, exposing air behind the background with some cutoff on the right. there are some cosmetic issues in general with corner pixels on tiles, which doesn't really affect voting but is worth gently noting. very straightforward level with an obvious secret exit! appropriate for a first level.
Swoop Caverns
already ramping things up! loved this level. the variety of different paths made it satisfying, and the enemies, especially kickin koopas, were well-placed.
Zelkova Palace
love a little gentle time pressure. some wonky tile usage on occasion on corners. i took so many dumb deaths here ^^; this was fun! i got a corner clip wall jump but no yump. net platforming is fun and always very different!
Pain Au Cocoa Mound
wow that secret exit ^o^ fun and tricky! i would have enjoyed a little more flexibility in the camera's vertical movement there, platforming off screen feels a lil sketchy. i did get the moon! what a fun lil secret path, a light kaizo. the cave section of the normal exit was great, i took several deaths to the moles!
Parapet Para-Keep
whoops, took a game over here! there sure aren't many save points ^^; this was a really claustrophobic level (in a good way). i'm def thankful for the star! the platforming was super chaotic :D and the coin trails were honest.
Spice Ruins
holy palette! you brought the most nefarious sprite here :D i did manage to go above a section of the level, skipping some obstacles. also LMAO the p switch section. i did jump into the ceiling after the p switch section to see if i could and almost softlocked myself lmao. really fun time~ there were a couple of lil tile issues but nothing major.
Black Gateau Pangs
oops! i needed a switch palace! turning around too...
Archipelago La Poke
mm, poke..... your fondness for the Old Hacks is really showing itself here, and i mean that as a compliment. the overall aesthetic is all over the place with the midair water, the lava under water, the switch palace music.. i adore that. for the secret exit, i took the key all the way back before realizing i could have just taken that pipe again, heh
Sorbet Maze
oooh, maze time! there were some messed up slope tiles that i could just walk through x.x i def took some deaths to that. the reset pipe in the first section wasn't *totally* functional since sprite memory wasn't set to 3 for the level, meaning the coins didn't respawn. also unfortunately the pipe on the right side of screen OE (cracked it open in LM to verify) goes to the broken bonus stage so i had to just wait out the timer and die. as an aside, ty for the life farm on screen 10! was a genuinely good maze
Brulee Swamp
it was now that i realized there was more hack than i thought, and set a save state down for the next day (i would have loved more chances to save tbh). to start with on this level: nice palette! and wow that football jump (or yossi ditch)! this was some good usage of the special autoscroll pattern. also LMAO the forced yossi ditch at the end of the first section, i can see where you added the clouds and i can envision an earlier version without them, as a real sicko setup. this was inspired! in the second section, i took a random pipe and didn't expect it to send me back to the beginning of the section. and it turns out that i lost my yossi, then took the pipe back and since sprite memory wasn't on 3, i couldn't get the yossi again :( def a section where it pays to know that yossi tongues higher if you hold up. genuinely good job on this level, it was one i'd gladly come back to on a second playthrough! i only got 2 lives on the bonus stage after this exit.
Meringue Chateau
such a quiet beginning.. i could tell right away this would be devious. i know what kind of level designer you are now, and you're my kind of designer ^o^ the boo trails were mean haha, and i could imagine a player facepalming on hitting the p switch in the first door and backtracking. catching up with the autoscroller after the H was tricky, especially after getting the fourth dragon coin. also, thanks for providing power-ups; i never have the patience for boo rings so i constantly yolo jump through them. i did need to take a death due to sprite memory settings/the reset door not really working. that's just a nitpick, really; i think setups where you only get a single try are fine as long as they're intentional. i enjoyed the booss, though i think the potential difficulty was undermined by the ability to just chill on the top corners of the arena. good level!
Pine Palace
i brought yossi here and was pleasantly surprised by a kind of broken tongue graphic i'd never seen! some of the turn blocks turned into a weird broken tile after being hit. overall, i give this level tubular/10. i didn't manage a yump on the red switch :(
Truffle Reef
the autoscroller here does what an autoscroller should ideally do: impose time pressure instead of holding the player back. it makes it more risky to go for otherwise harmless extras like dragon coins and 1-ups! also you automatically win for including the first fugu i've seen in testing. the surfeit of urchins and torpedo launchers was to this level's benefit as well. when i saw some of the setups in the second section, all i could think was that it would make a great time attack section, just give a tight timer and it gets so much tougher :D
Cuisine Coast
layer 3 tides are here baybeeeeeeeee and i hope there's a message box somewhere! there were some pretty broken tiles here but that's ok. i was expecting a little more play with the layer 3 water, given your tendency to stick with gimmicks in level design. also the dolphins at the end of the second section were straight outta kaizo 1, i loved it. there was a *lot* of level after the H; it felt like a gauntlet. also, the shoutout to brulee swamp's palette really tickled me ^^
Peppermint Fortress
yesssssss ice physics platforming! at this point i began to question why i was so worried about my own entry possibly being frustratingly hard ^^; i feel that this entry is meaningfully harder in most ways! but i like that a lot. i did get shunted into a wall and killed by a noteblock once. the second half was truly inspired! you took the gimmick and ran with it in a way i could stand to learn from. great work! i also noticed i had 56 points toward the next bonus stage here, so i'm not allowed to hit any goal tapes from now on.
Typhoon Palace
underwater switch palace gaming! aside from the concealed torpedo launchers, this was a bit of a level you just swim through. not too much happening!
Black Gateau Pangs (revisited)
the blue path: good platforming, a slightly overwhelming amount of sprites without feeling like "sprite spam". this truly felt like ghost house/forest crossover! there was some devious stuff happening with the thwomps :) also appreciated the slightly hidden pencil in one section. there were some sprite slot issues after the midway with sprites popping in/out of view. the room after the fishin boo definitely relied on a leap of faith and i immediately died on the jump ^^; there are def some folks on the smwc moderation roster from whom that might evoke some harsh words and i'm definitely trying to channel my inner beekaay a little while playing folks' hacks. the boo cloud section is where i started to think "oh my god it's still going", making this an official gauntlet level ^w^ it was a rush to get to the goal orb after several tries! i'll go back and play the red path later.
Fatal Contraption
i assume this is the last level... and immediately the nature of the contraption is revealed -- layer 2 smash! the depraved energy emanating from this level is palpable. the level started hard, and when the layer 2 smash got fast with the lava, it got **hard**. it's pleasantly the kind of level where as you make many attempts, you fine-tune your approach and start one-cycling segments where you'd otherwise have to wait a bit. true story: when i had 56 lives left, i got to the last jump before the boss door full of hope and then i completely beefed it! when i finally got to the boss... oh my god the sprite!!! that is so good. so so so good. i wanted to take my time to fully see all the frames the sprite had to offer, but i also didn't want to redo the whole level, especially with time pressure on the fight. so i summarily defeated the devious switch-painting villain. in the end, nintendoes what sedon't. or something.
in the end, i had 20 exits complete on my save file, which i *believe* to be everything. all in all, wonderful wonderful job. with some tile cleanup and some cleaner indicators in places like the falling section of black gateau pangs and some kind of warning about the smashing lava ceiling at the last section of fatal contraption, this would, imo, make a really solid smwc submission and i would encourage you to submit it if you'd like! i struggled, i considered save states, i got frustrated, and in the end found myself feeling really rewarded for playing. the one thing i felt was missing was custom music, but there are only so many hours in the day for a busy pigeon! genuinely, thank you for making this and i hope to see more from you in the future!
Yoshi's House
yoshi
yoshi
yoshi
yoshi
thanks for giving the birds a nice rope!
Souffle Fields
delicious palette! on like the second screen, the concrete blocks are a little awkward, exposing air behind the background with some cutoff on the right. there are some cosmetic issues in general with corner pixels on tiles, which doesn't really affect voting but is worth gently noting. very straightforward level with an obvious secret exit! appropriate for a first level.
Swoop Caverns
already ramping things up! loved this level. the variety of different paths made it satisfying, and the enemies, especially kickin koopas, were well-placed.
Zelkova Palace
love a little gentle time pressure. some wonky tile usage on occasion on corners. i took so many dumb deaths here ^^; this was fun! i got a corner clip wall jump but no yump. net platforming is fun and always very different!
Pain Au Cocoa Mound
wow that secret exit ^o^ fun and tricky! i would have enjoyed a little more flexibility in the camera's vertical movement there, platforming off screen feels a lil sketchy. i did get the moon! what a fun lil secret path, a light kaizo. the cave section of the normal exit was great, i took several deaths to the moles!
Parapet Para-Keep
whoops, took a game over here! there sure aren't many save points ^^; this was a really claustrophobic level (in a good way). i'm def thankful for the star! the platforming was super chaotic :D and the coin trails were honest.
Spice Ruins
holy palette! you brought the most nefarious sprite here :D i did manage to go above a section of the level, skipping some obstacles. also LMAO the p switch section. i did jump into the ceiling after the p switch section to see if i could and almost softlocked myself lmao. really fun time~ there were a couple of lil tile issues but nothing major.
Black Gateau Pangs
oops! i needed a switch palace! turning around too...
Archipelago La Poke
mm, poke..... your fondness for the Old Hacks is really showing itself here, and i mean that as a compliment. the overall aesthetic is all over the place with the midair water, the lava under water, the switch palace music.. i adore that. for the secret exit, i took the key all the way back before realizing i could have just taken that pipe again, heh
Sorbet Maze
oooh, maze time! there were some messed up slope tiles that i could just walk through x.x i def took some deaths to that. the reset pipe in the first section wasn't *totally* functional since sprite memory wasn't set to 3 for the level, meaning the coins didn't respawn. also unfortunately the pipe on the right side of screen OE (cracked it open in LM to verify) goes to the broken bonus stage so i had to just wait out the timer and die. as an aside, ty for the life farm on screen 10! was a genuinely good maze
Brulee Swamp
it was now that i realized there was more hack than i thought, and set a save state down for the next day (i would have loved more chances to save tbh). to start with on this level: nice palette! and wow that football jump (or yossi ditch)! this was some good usage of the special autoscroll pattern. also LMAO the forced yossi ditch at the end of the first section, i can see where you added the clouds and i can envision an earlier version without them, as a real sicko setup. this was inspired! in the second section, i took a random pipe and didn't expect it to send me back to the beginning of the section. and it turns out that i lost my yossi, then took the pipe back and since sprite memory wasn't on 3, i couldn't get the yossi again :( def a section where it pays to know that yossi tongues higher if you hold up. genuinely good job on this level, it was one i'd gladly come back to on a second playthrough! i only got 2 lives on the bonus stage after this exit.
Meringue Chateau
such a quiet beginning.. i could tell right away this would be devious. i know what kind of level designer you are now, and you're my kind of designer ^o^ the boo trails were mean haha, and i could imagine a player facepalming on hitting the p switch in the first door and backtracking. catching up with the autoscroller after the H was tricky, especially after getting the fourth dragon coin. also, thanks for providing power-ups; i never have the patience for boo rings so i constantly yolo jump through them. i did need to take a death due to sprite memory settings/the reset door not really working. that's just a nitpick, really; i think setups where you only get a single try are fine as long as they're intentional. i enjoyed the booss, though i think the potential difficulty was undermined by the ability to just chill on the top corners of the arena. good level!
Pine Palace
i brought yossi here and was pleasantly surprised by a kind of broken tongue graphic i'd never seen! some of the turn blocks turned into a weird broken tile after being hit. overall, i give this level tubular/10. i didn't manage a yump on the red switch :(
Truffle Reef
the autoscroller here does what an autoscroller should ideally do: impose time pressure instead of holding the player back. it makes it more risky to go for otherwise harmless extras like dragon coins and 1-ups! also you automatically win for including the first fugu i've seen in testing. the surfeit of urchins and torpedo launchers was to this level's benefit as well. when i saw some of the setups in the second section, all i could think was that it would make a great time attack section, just give a tight timer and it gets so much tougher :D
Cuisine Coast
layer 3 tides are here baybeeeeeeeee and i hope there's a message box somewhere! there were some pretty broken tiles here but that's ok. i was expecting a little more play with the layer 3 water, given your tendency to stick with gimmicks in level design. also the dolphins at the end of the second section were straight outta kaizo 1, i loved it. there was a *lot* of level after the H; it felt like a gauntlet. also, the shoutout to brulee swamp's palette really tickled me ^^
Peppermint Fortress
yesssssss ice physics platforming! at this point i began to question why i was so worried about my own entry possibly being frustratingly hard ^^; i feel that this entry is meaningfully harder in most ways! but i like that a lot. i did get shunted into a wall and killed by a noteblock once. the second half was truly inspired! you took the gimmick and ran with it in a way i could stand to learn from. great work! i also noticed i had 56 points toward the next bonus stage here, so i'm not allowed to hit any goal tapes from now on.
Typhoon Palace
underwater switch palace gaming! aside from the concealed torpedo launchers, this was a bit of a level you just swim through. not too much happening!
Black Gateau Pangs (revisited)
the blue path: good platforming, a slightly overwhelming amount of sprites without feeling like "sprite spam". this truly felt like ghost house/forest crossover! there was some devious stuff happening with the thwomps :) also appreciated the slightly hidden pencil in one section. there were some sprite slot issues after the midway with sprites popping in/out of view. the room after the fishin boo definitely relied on a leap of faith and i immediately died on the jump ^^; there are def some folks on the smwc moderation roster from whom that might evoke some harsh words and i'm definitely trying to channel my inner beekaay a little while playing folks' hacks. the boo cloud section is where i started to think "oh my god it's still going", making this an official gauntlet level ^w^ it was a rush to get to the goal orb after several tries! i'll go back and play the red path later.
Fatal Contraption
i assume this is the last level... and immediately the nature of the contraption is revealed -- layer 2 smash! the depraved energy emanating from this level is palpable. the level started hard, and when the layer 2 smash got fast with the lava, it got **hard**. it's pleasantly the kind of level where as you make many attempts, you fine-tune your approach and start one-cycling segments where you'd otherwise have to wait a bit. true story: when i had 56 lives left, i got to the last jump before the boss door full of hope and then i completely beefed it! when i finally got to the boss... oh my god the sprite!!! that is so good. so so so good. i wanted to take my time to fully see all the frames the sprite had to offer, but i also didn't want to redo the whole level, especially with time pressure on the fight. so i summarily defeated the devious switch-painting villain. in the end, nintendoes what sedon't. or something.
in the end, i had 20 exits complete on my save file, which i *believe* to be everything. all in all, wonderful wonderful job. with some tile cleanup and some cleaner indicators in places like the falling section of black gateau pangs and some kind of warning about the smashing lava ceiling at the last section of fatal contraption, this would, imo, make a really solid smwc submission and i would encourage you to submit it if you'd like! i struggled, i considered save states, i got frustrated, and in the end found myself feeling really rewarded for playing. the one thing i felt was missing was custom music, but there are only so many hours in the day for a busy pigeon! genuinely, thank you for making this and i hope to see more from you in the future!





