I played the level and while I do like the palette scheme you got for the bg and fg, the level design for the most part is p boring and forgettable. There is nothing much going on with the level that amounts to "standard mario level #999" considering that the ghost placement largely was just there to fill up space instead of actively being incorporated into the design. It also feels incomplete because the level justs ends 8 screens in with barely anything going on that is to twist up with your (non)-idea.
Good level design needs to incorporate an active interaction between obstacle and enemy placement having a central idea that is engaging to the player. Especially with a singular level experience which can work well if you design with the above level design principles accordingly, and I'm sorry MarioStar100 but I did not find much enjoyment playing this level.
Bug Issues:
https://cdn.discordapp.com/attachments/ ... _00000.png - Boo Rings. This is the only part thats an active engagement in the level but the Boo Ring amounts to RNG when it comes to encountering and where its placed is unfair to the player blind dropping off of the ledge and run jumping to the other platform on the otherside.
https://cdn.discordapp.com/attachments/ ... _00001.png - Used wrong acts like setting on the slopes.
...
...
...
Shameless advertising but if you want to be entertained by an actual halloween hack that has more effort and thought put into the design play this (abeit incomplete) hack of mine:
http://nintendocfc.com/booth.html?id=108 . Its more worth your time and I am willing to make level adjustments on reception.
I played the level and while I do like the palette scheme you got for the bg and fg, the level design for the most part is p boring and forgettable. There is nothing much going on with the level that amounts to "standard mario level #999" considering that the ghost placement largely was just there to fill up space instead of actively being incorporated into the design. It also feels incomplete because the level justs ends 8 screens in with barely anything going on that is to twist up with your (non)-idea.
Good level design needs to incorporate an active interaction between obstacle and enemy placement having a central idea that is engaging to the player. Especially with a singular level experience which can work well if you design with the above level design principles accordingly, and I'm sorry MarioStar100 but I did not find much enjoyment playing this level.
Bug Issues:
https://cdn.discordapp.com/attachments/270291673148293120/375385102617935873/A_Special_Halloween_00000.png - Boo Rings. This is the only part thats an active engagement in the level but the Boo Ring amounts to RNG when it comes to encountering and where its placed is unfair to the player blind dropping off of the ledge and run jumping to the other platform on the otherside.
https://cdn.discordapp.com/attachments/270291673148293120/375385510534971404/A_Special_Halloween_00001.png - Used wrong acts like setting on the slopes.
...
...
...
Shameless advertising but if you want to be entertained by an actual halloween hack that has more effort and thought put into the design play this (abeit incomplete) hack of mine: http://nintendocfc.com/booth.html?id=108 . Its more worth your time and I am willing to make level adjustments on reception.