hey hey hey! i just finished my playthrough and wrote up some brief notes.
FLORAL FLOAT
god i love slopes. it was satisfying to throw a shell through the slope into the dirt in the beginning. i do wish there was a little *more* happening, like maybe the jumping cheep-cheeps in the water. after the midpoint, the camera didn't follow mario up the slope, which was a little disorienting, but that's fine. the second half in general was much trickier, with things like a big ol chungus jump before the last boon coin ^o^ big respect for that. the level was overall cute! i loved the galoomba slugs too.
PHANTOM FLOAT
LMAO the mushroom at the beginning.. the little gap in the ceiling was chekhov's gun there for sure. nice palette, especially giving the effect of flying dry bones (fly bones?), though the green parakoopa did still have the green shell. that's fine, of course! just wasn't positive if intentional. in the second half, i realized that i hadn't thought to myself "ugh, an auto-scroller...", which is a high compliment. the extended sprite the AFHB throws was beautiful. thank you. the "divergent paths" gimmick is one i would have loved to see explored -- maybe a path could be obviously more dangerous but lead to a boon coin, or the split paths could go on for longer and present slightly different kinds of obstacles, making it tempting to try a different path if you die. also that last boon coin was fun :) i was expecting a goal tape i could go under but that's probably a nicer thing to do there than something like a goal tape troll.
SLUG NATIONAL PARK
custom gfx yeaaaaah! i will confess that i killed *one* slug to see if there was some sneaky uberASM that would make them invincible or just straight up kill the player lol. also shoutouts to masochist slug in the cute lil house. also i only got a 30 on the goal tape :( this level was really cute!
TROUT TROUBLE
layer three tides and green beans are here! thank you for putting a message block in. it is greatly appreciated. since it looked like a gap only small mario could escape from, i jumped into the water in the beginning of the second half and found that yeah, since i was big, i couldn't get out lol. it would have been my own fault if i'd died, but i could still swim under the bottom of the level to escape. i took my first death in this level, to the fish generator \(^^)/ rip to getting all the boon coins. i also immediately fell back into the "inescapable" pit. i did go back through the level since i clumsily jumped into the goal tape instead of swimming under it, but on returning, i was disappointed to find no secret.. also when i hit the goal tape i didn't realize i'd had 56 points before, oops!
i did have one question about this level: where's the fugumannen! the porcupuffer! the boy!! *him*?!
CRYSTAL CAP
so we back on the cloud.. i immediately did what anybody does when given a cloud and a ceiling with slopes: deliberately clipped into the ceiling and died. that was my second death of the hack, and then my third because i did it again. the rest of the level was a little plain and i wish there was more happening, honestly, but sometimes what you need is just good ol jumpman (but floating). also the goal tape was a little broken and i was able to fly under it and check the incomplete last screen of the level. that's fine tbh ^o^ just an easter egg imo! i got three lives in the bonus game -- not amazing, but not bad at all.
LYCEUM MINES
i noticed going in that the overworld events didn't come with save prompts. def not necessary, just a convenience i generally like.
the level opens with a little diegetic tutorialization, which made me smile. i did die once to falling in the lava, oops! the short ceiling in some parts, together with vines, was tricky. i did spin jump on the turn blocks in the second half to see if they would break (they did! i survived lmao). i liked the touch of having not only diggin' chucks but also some standalone boulders, that was nice. i'm guessing the composition of the cave was maybe slate, given the palette, though i was surprised to exit the cave to see totally different colored ground. getting into the secret exit path felt a little bit like a wizard walked up to me on the road and said "solve my 'finding the right pipe' puzzle, traveler!" until i saw a green pipe lol. in the secret exit route, my one little nitpick is that there should probs be an actual border between the stone and lava or else it looks like cutoff, but i'm not scoring on that basis. also it's the only place i noticed that; there could have been more and i just never noticed! part of me wishes the secret exit went somewhere, but that's fine hehe. also given the theme of teaching the player something they may not have known, i do wish there was a second textbox explaining some second gimmick, like maybe some one-tile vines with an explanation about duck-jumping to grab them with a powerup.
i hadn't checked the exit count in the description and was a little surprised when the hack ended, but the lovely overworld with tantalizing features just out of reach makes this feel pleasantly like a demo for which i would like to play the full hack! .... right, i didn't mention the overworld! it was really well-made and brought a lot to the experience. i wish there had been some iconography like ... idk, a geographical feature with 5 of the nubby hills on the left and then 6 on the right ^^
thanks for making this, y'all, and i would love the early version if y'all could hit me up with the patch file orz