Share your completed SMBX episodes or play and discuss others.
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Metrovania
- Fighter Fly

- Posts: 46
- Joined: Mon Nov 04, 2019 11:07 pm
- Flair: *obligatory campaign plug*
Postby Metrovania » Sun Sep 24, 2023 7:37 pm
Last edited by Metrovania on Sun Oct 01, 2023 9:17 pm, edited 6 times in total.
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punkitt
- Spiny

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Postby punkitt » Mon Sep 25, 2023 2:38 am
I'm SO excited to play this!!!!!!!
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Master of Disaster
- Bit

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Postby Master of Disaster » Mon Sep 25, 2023 5:39 am
Super hyped to play this episode! You physically can't have a rotten day with this episode, if the demos are anything to go off of (which they are)
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Metrovania
- Fighter Fly

- Posts: 46
- Joined: Mon Nov 04, 2019 11:07 pm
- Flair: *obligatory campaign plug*
Postby Metrovania » Mon Sep 25, 2023 10:02 am
Master of Disaster wrote: ↑Mon Sep 25, 2023 5:39 am
Super hyped to play this episode! You physically can't have a rotten day with this episode, if the demos are anything to go off of (which they are)
I'm glad you're so confident haha! Still, any and all feedback is appreciated. We want this to be as good an experience as it can be.
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raynet0
- Goomba

- Posts: 2
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Postby raynet0 » Mon Sep 25, 2023 3:28 pm
I like the movement option so much in this episode, and it is kind of sad that you can't speedrun it properly (it is impossible to play the levels them selves as Wario, and the Gem Shard things aren't collectable after you collect them once). Could you please make it possible to play the levels by themselves as Wario?
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Metrovania
- Fighter Fly

- Posts: 46
- Joined: Mon Nov 04, 2019 11:07 pm
- Flair: *obligatory campaign plug*
Postby Metrovania » Mon Sep 25, 2023 10:40 pm
raynet0 wrote: ↑Mon Sep 25, 2023 3:28 pm
I like the movement option so much in this episode, and it is kind of sad that you can't speedrun it properly (it is impossible to play the levels them selves as Wario, and the Gem Shard things aren't collectable after you collect them once). Could you please make it possible to play the levels by themselves as Wario?
Those are good suggestions. I'll see what we can do about that.
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cold soup
- Bit

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Postby cold soup » Tue Sep 26, 2023 12:31 am
got through the first three levels and here are my first impressions:
the levels themselves are great! they take advantage of wario's moveset really well, and the platforming has a really nice flow to it. i also love how some levels have slight puzzle elements to them. it's very wario land.
however i'm not a huge fan of the gem shards and their placements. so far a lot feel like they're hidden behind rather vague fake walls, and there's a few you can't go back for if you progress too far in a level. plus one in the first level is hidden behind a metal block which i wasn't sure how to break at first. it wouldn't be that big of a deal if it weren't for the fact that you need most of them to make progress. i get wario land 4 did the same thing, but i feel the gem shards there were in much more obvious locations, while their placements in this game are more comparable to the CDs in that game. i don't know if it was the intention to have the player replay levels multiple times to get shards they missed before they can progress, but either way i'm not a fan of that.
again, the levels are really fun, wario's moveset is superb, the spirit of wario land is captured well, and overall this project oozes passion and talent. however while that's enough to make me want to see everything through to the end, i think the gem shards, mainly the fact that they're required, do sour the overall experience.
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Metrovania
- Fighter Fly

- Posts: 46
- Joined: Mon Nov 04, 2019 11:07 pm
- Flair: *obligatory campaign plug*
Postby Metrovania » Tue Sep 26, 2023 1:06 am
cold soup wrote: ↑Tue Sep 26, 2023 12:31 am
got through the first three levels and here are my first impressions:
the levels themselves are great! they take advantage of wario's moveset really well, and the platforming has a really nice flow to it. i also love how some levels have slight puzzle elements to them. it's very wario land.
however i'm not a huge fan of the gem shards and their placements. so far a lot feel like they're hidden behind rather vague fake walls, and there's a few you can't go back for if you progress too far in a level. plus one in the first level is hidden behind a metal block which i wasn't sure how to break at first. it wouldn't be that big of a deal if it weren't for the fact that you need most of them to make progress. i get wario land 4 did the same thing, but i feel the gem shards there were in much more obvious locations, while their placements in this game are more comparable to the CDs in that game. i don't know if it was the intention to have the player replay levels multiple times to get shards they missed before they can progress, but either way i'm not a fan of that.
again, the levels are really fun, wario's moveset is superb, the spirit of wario land is captured well, and overall this project oozes passion and talent. however while that's enough to make me want to see everything through to the end, i think the gem shards, mainly the fact that they're required, do sour the overall experience.
Thanks for the feedback, it means a lot! I'm glad you feel as though the episode gets that wario "feel" down, since after a while I feel I became numb to it. You also make good points about the shards, and I'll see about tweaking their placement in a future patch. It may be too late to make drastic changes, but telegraphing hidden walls/setups better is an easy change which I think would go a long way.
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Master of Disaster
- Bit

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Postby Master of Disaster » Wed Sep 27, 2023 9:26 am
Metrovania wrote: ↑Tue Sep 26, 2023 1:06 am
cold soup wrote: ↑Tue Sep 26, 2023 12:31 am
got through the first three levels and here are my first impressions:
the levels themselves are great! they take advantage of wario's moveset really well, and the platforming has a really nice flow to it. i also love how some levels have slight puzzle elements to them. it's very wario land.
however i'm not a huge fan of the gem shards and their placements. so far a lot feel like they're hidden behind rather vague fake walls, and there's a few you can't go back for if you progress too far in a level. plus one in the first level is hidden behind a metal block which i wasn't sure how to break at first. it wouldn't be that big of a deal if it weren't for the fact that you need most of them to make progress. i get wario land 4 did the same thing, but i feel the gem shards there were in much more obvious locations, while their placements in this game are more comparable to the CDs in that game. i don't know if it was the intention to have the player replay levels multiple times to get shards they missed before they can progress, but either way i'm not a fan of that.
again, the levels are really fun, wario's moveset is superb, the spirit of wario land is captured well, and overall this project oozes passion and talent. however while that's enough to make me want to see everything through to the end, i think the gem shards, mainly the fact that they're required, do sour the overall experience.
Thanks for the feedback, it means a lot! I'm glad you feel as though the episode gets that wario "feel" down, since after a while I feel I became numb to it. You also make good points about the shards, and I'll see about tweaking their placement in a future patch. It may be too late to make drastic changes, but telegraphing hidden walls/setups better is an easy change which I think would go a long way.
One suggestion I have in particular is to swap the placement of the shard (that can only be gotten in the return) and the fish artifact in Foghorn Sound (I think that's it's name at least xD).
I feel it would make more sense that way, as the treasures lend themselves more to more outlandish secrets than the shards.
Aside from that, yeah tells to passthrough walls would help.
Maybe also add some indications for what's the main path? There were some places that had me guessing which way is the actual way forward and what's a path to a collectable.
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AToMIC
- Hoopster

- Posts: 110
- Joined: Fri Jan 24, 2014 2:57 pm
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Postby AToMIC » Wed Sep 27, 2023 10:49 am
Well, I thought this was an elegant little episode! This is the most fleshed-out Wario episode I've seen so far and it was pretty fun! It feels like an official Wario Land game made for the GameBoy lost long ago.
I will say though as good as an episode this is, it can be a bit challenging at times. And while a challenge is never a problem, some of the challenges are just a tad overkill. I'm also not really a fan of the sheer amount of hidden rooms (nsmbwalls) that are used. Sure this asset is neat for hiding nifty little secrets and crannies, but it can be a tad annoying when used in a bulk amount.
Other than those two minor gripes though, this episode is absolutely fantastic and I would definitely play a sequel or full fledge episode of it if it ever came to that!
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Metrovania
- Fighter Fly

- Posts: 46
- Joined: Mon Nov 04, 2019 11:07 pm
- Flair: *obligatory campaign plug*
Postby Metrovania » Wed Sep 27, 2023 2:31 pm
Master of Disaster wrote: ↑Wed Sep 27, 2023 9:26 am
Metrovania wrote: ↑Tue Sep 26, 2023 1:06 am
cold soup wrote: ↑Tue Sep 26, 2023 12:31 am
got through the first three levels and here are my first impressions:
the levels themselves are great! they take advantage of wario's moveset really well, and the platforming has a really nice flow to it. i also love how some levels have slight puzzle elements to them. it's very wario land.
however i'm not a huge fan of the gem shards and their placements. so far a lot feel like they're hidden behind rather vague fake walls, and there's a few you can't go back for if you progress too far in a level. plus one in the first level is hidden behind a metal block which i wasn't sure how to break at first. it wouldn't be that big of a deal if it weren't for the fact that you need most of them to make progress. i get wario land 4 did the same thing, but i feel the gem shards there were in much more obvious locations, while their placements in this game are more comparable to the CDs in that game. i don't know if it was the intention to have the player replay levels multiple times to get shards they missed before they can progress, but either way i'm not a fan of that.
again, the levels are really fun, wario's moveset is superb, the spirit of wario land is captured well, and overall this project oozes passion and talent. however while that's enough to make me want to see everything through to the end, i think the gem shards, mainly the fact that they're required, do sour the overall experience.
Thanks for the feedback, it means a lot! I'm glad you feel as though the episode gets that wario "feel" down, since after a while I feel I became numb to it. You also make good points about the shards, and I'll see about tweaking their placement in a future patch. It may be too late to make drastic changes, but telegraphing hidden walls/setups better is an easy change which I think would go a long way.
One suggestion I have in particular is to swap the placement of the shard (that can only be gotten in the return) and the fish artifact in Foghorn Sound (I think that's it's name at least xD).
I feel it would make more sense that way, as the treasures lend themselves more to more outlandish secrets than the shards.
Aside from that, yeah tells to passthrough walls would help.
Maybe also add some indications for what's the main path? There were some places that had me guessing which way is the actual way forward and what's a path to a collectable.
That's a good point you make. We've already made a few of the passthrough walls that hide more important secrets like Shards more easy to spot, and there should be a patch coming out either today or tomorrow with those changes among other things. I like your suggestion for the Foghorn Sound treasure, I'll see about adjusting it like you said. Thanks again for all the feedback!
Added in 1 minute 38 seconds:
AToMIC wrote: ↑Wed Sep 27, 2023 10:49 am
Well, I thought this was an elegant little episode! This is the most fleshed-out Wario episode I've seen so far and it was pretty fun! It feels like an official Wario Land game made for the GameBoy lost long ago.
I will say though as good as an episode this is, it can be a bit challenging at times. And while a challenge is never a problem, some of the challenges are just a tad overkill. I'm also not really a fan of the sheer amount of hidden rooms (nsmbwalls) that are used. Sure this asset is neat for hiding nifty little secrets and crannies, but it can be a tad annoying when used in a bulk amount.
Other than those two minor gripes though, this episode is absolutely fantastic and I would definitely play a sequel or full fledge episode of it if it ever came to that!
Basil and I thought it would be fun if there were enough secrets in odd places that playing through levels multiple times (which players are sure to do trying to 100% the episode) would usually result in new secrets found. As I've just mentioned to Master of Disaster, we DO however want to make some of the shards less awkward to find, so some of the passthrough walls are definitely going to be adjusted.
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punkitt
- Spiny

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Postby punkitt » Wed Sep 27, 2023 11:54 pm
Heyo! In the version I'm playing, there seems to be a complete game breaking crash when the Maniacs bust into what I assume is a hidden wall in the escape section of the Manor? Lost runs twice to it! D: Other than that, though, I'm having a blast!
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Metrovania
- Fighter Fly

- Posts: 46
- Joined: Mon Nov 04, 2019 11:07 pm
- Flair: *obligatory campaign plug*
Postby Metrovania » Thu Sep 28, 2023 1:28 am
punkitt wrote: ↑Wed Sep 27, 2023 11:54 pm
Heyo! In the version I'm playing, there seems to be a complete game breaking crash when the Maniacs bust into what I assume is a hidden wall in the escape section of the Manor? Lost runs twice to it! D: Other than that, though, I'm having a blast!
The Maniacs are just a reskinned Tantrunt, which is known to cause occasional crashes. Its base SMBX2 (not to say its excusable). I haven't encountered a crash with them in quite a while, and even then, I thought it was largely random. You're saying its reproducible? I'll definitely look into it.
Thanks for the play, and I'm terribly sorry to have this tarnish your experience. We were planning to release a patch sometime soon, and I'll see what I can do.
Added in 4 minutes 34 seconds:
punkitt wrote: ↑Wed Sep 27, 2023 11:54 pm
Heyo! In the version I'm playing, there seems to be a complete game breaking crash when the Maniacs bust into what I assume is a hidden wall in the escape section of the Manor? Lost runs twice to it! D: Other than that, though, I'm having a blast!
Ah! I believe I've found the area in particular. Just hoping I can fix it
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Darkonius Mavakar
- Torpedo Ted

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Postby Darkonius Mavakar » Thu Sep 28, 2023 7:14 am
Excellent work with the episode, however one complaint i have is that the escape timer is quite strict, you barely got any time to redo some puzzles for collectibles in case you fail them, i'd say at least one entire minute or a minute and a half added to every level would mitigate the stress of trying to collect everything and still allow you to explore
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deice
- Volcano Lotus

- Posts: 595
- Joined: Fri Jul 23, 2021 7:35 am
Postby deice » Thu Sep 28, 2023 7:19 am
just finished playing through this episode, quite fun. i can't be sure but it looks like some minor tweaks have been made to the physics and how wario controls overall which made the experience for me this time around much more pleasant than when i played the demo a while ago. solid thematic level design, secrets are well hidden without feeling arbitrary, escape sequences flow nicely and are usually creative; very nice work all around.
there are a few things that i'd like to bring attention to though:
- being so vulnerable during transformations seems strange. why can spring wario not jump on an enemy that normal wario can (such as the caterpillars in the jungle level)?
- speed gained from crouching while standing on a slope still should probably be a constant like it is in warioland 4, it depending on where you are on the slope feels clunky especially when there are precision rolling segments needed to get important items
- there are minor bugs in the volcano and ghost ship levels where the gem pieces don't show up on the loading screen and the treasure isn't greyed out in the level even after being collected
- maybe this is just me but i think adding indicators to when you've found optional stuff like the keys (which unfortunately don't seem to do much cause i beat the game while missing a decent chunk of them and still got an "S" rank) or the music rooms (of which i've only found like two but i'm sure there's more) somewhere in the hub like there are for the treasures would be nice
- the ghost ship level was not very fun for me unfortunately, the ghost mechanic was never anything other than kind of tedious and bothersome. while i can't come up with a good way to address this without practically reworking the whole thing which would be a lot of work, maybe it's something to keep in mind. (also minor nitpick but i don't think the ghost's little voice clips are fitting for his design)
despite those minor issues though it was a very nice experience and i'm looking forward to this team's future releases ^^
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cold soup
- Bit

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Postby cold soup » Wed Oct 04, 2023 12:16 am
the changes that the patches added so far have been great tweaks and additions, but one gripe i have is why was the "shard preview" in the level opening removed? i feel that was a very valuable addition since it gave you a good idea of where a missing shard is located. like if you're missing one and the preview shows you're missing the top-right shard, you know it's in between the first and third shards. if anything i'd suggest making that element part of the HUD the entire time, since it would also help you better remember how many shards you've collected throughout a level
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Metrovania
- Fighter Fly

- Posts: 46
- Joined: Mon Nov 04, 2019 11:07 pm
- Flair: *obligatory campaign plug*
Postby Metrovania » Thu Oct 05, 2023 11:30 am
cold soup wrote: ↑Wed Oct 04, 2023 12:16 am
the changes that the patches added so far have been great tweaks and additions, but one gripe i have is why was the "shard preview" in the level opening removed? i feel that was a very valuable addition since it gave you a good idea of where a missing shard is located. like if you're missing one and the preview shows you're missing the top-right shard, you know it's in between the first and third shards. if anything i'd suggest making that element part of the HUD the entire time, since it would also help you better remember how many shards you've collected throughout a level
The system we used for it conflicted with the ability for the shards to re-appear as ghosts, which we decided was more important. We do want to at some point re-add that feature, as I do understand its usefulness!
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