Decided to give this a try and.... this is..... is amezing
Okay but seriously lemme try to review this.... wonderous thing.
* I'll admit, I liked the concept of the star gates, seeing them now and then and using your stars you collected to unlock them for new areas. Although, I didn't find many stars in my playthrough, I found like six total. * The world map looks decent, besides the scene spam and the cutoff. * Some of the level design was okay, but only like ten percent of all the levels. * A lot of people seem to not like the cutoff, but SMA had cutoff at places, so I kinda see where you got it from maybe. It had much less than this, though. * Some of the music choices were bloody annoying. Hearing the Ducktales Himalayas theme is a nostalgic memory, but most custom music is loud and GRATING. * Remember when I said that ten percent of the level design was okay? The other ninety percent looks really bad. * Like the great almighty Tinkerbell said, there's enemy spam or bland running. *
POINTING OUT YOUR PROBLEMS DOES NOT MAKE THEM GO AWAY. It makes it worse because that means you know the problem and you refuse to fix it. Many people need to understand this. * Finally, there's still clash, which SMA did not have. It probably would've worked if it were a bad trip lol
Overall, Wart's Subsidized Dreamworld feels rushed and lifeless. I'd recommend fixing the enemy spam, clash and cutoff, and maybe make it feel like a dream. Never once in this episode I thought "dream" besides "It'd be a dream come true for me to finish this because it's so dang long". It has decent concepts with pretty poor execution. I rate it a 3/10
Don't give up, I've seen worse. Much, much worse. I still think you can make something great because not everything here is bad. And I'd probably make worse. Teehee.
Re: Wart's Subsidized Dreamworld (Grant Atlus)
Posted: Thu May 12, 2016 12:58 pm
by stageleft
Cool man, thanks for the review. I wouldn't mind a few examples of enemy spamming and clash so I knew where to look. 1 or 2 cloud stages where it is deliberate. an yeah music volume is difficult to control some are slightly quieter than others. Anyway thanks for the input.
Re: Wart's Subsidized Dreamworld (Grant Atlus)
Posted: Mon May 16, 2016 10:33 pm
by MUFASA RKG
Im on the third world so far as I just picked backed up on it. The music and difficulty on it is pretty awesome. When I was on level where I had to battle one of the mini bosses from NOFAIR in Super Metroid, I was stoke. I must say that was pretty sick use of GFX and boss play. Took me a while but figured it out. Some levels require backtracking which im 100 percent into. One thing though, I grabbed an mushroom power in that level and saved within my item box, ( that item box graphic looks horrible ) compared to the special Ice flower and fire flower graphic. I will be completing the game.
Re: Wart's Subsidized Dreamworld (Grant Atlus)
Posted: Fri May 20, 2016 5:48 am
by stageleft
Sweet. Feedback like this makes me want to remake the game one last time. Your right those item box graphics do look ugly. If I remade again I will change them. Also add new stages because some of the paths are way too long. All I need is the freetime I had back in December. I feel that more of the boss battles need to be beefed up as well.
Re: A Mushroom Masterpiece
Posted: Tue Jul 05, 2016 4:00 am
by stageleft
It took a long time but Grant Atlus is back in its 3rd form. Finished July 2nd. The community was totally right, in its first and second form this game was garbage. If you played a previous version. there is enough work done to the game it would be worth it to download it again and start fresh.
---Minor Update uploaded July 17th. Ghost House Fix, Music Change, Random Polishes, does not change map.---
Re: A Mushroom Masterpiece
Posted: Sun Jul 17, 2016 4:21 pm
by Ryuji231
Reminded me so much of Warts Dream.
Enjoyed the different music and stuff. Had alot of elements of old NES games that I loved [Wizards and Warriors 1 and 2, Friday the 13th, etc] so that was really awesome.
Ain't beaten it yet [final castle's succccccccccccccks lol] but really good. It was a masterpiece in my mind. But that's just my opinion. I hope whenever I get around to creating my own episode I can make an epic masterpiece as well.
Re: A Mushroom Masterpiece
Posted: Mon Jul 18, 2016 3:48 pm
by Cedur
I've noticed a lot of red-spotted levels at the start of the world map, do they all have a secret exit?
Re: A Mushroom Masterpiece
Posted: Mon Jul 18, 2016 5:11 pm
by stageleft
Ryuji231, pretty sweet to hear you enjoyed the flow of the game! Makes me think I shoulda have added more 8-bit levels. Looking forward to playing your episode someday! That final castle might be a tad rough...
Supershroom, I didn't know that red-spotted was supposed to mean hidden exit.. mm well in this episode I guess red-spotted means normal level. There isn't really any hints on finding the secrets its all about searching. I did change all the yellow-spotted to containing Stars thanks to advice from Fennor.
Re: A Mushroom Masterpiece
Posted: Thu Aug 11, 2016 9:19 am
by Cedur
I can't find the way to advance in Fort Fungus. I just managed to open a key door and then flew around in Fairy state, but I don't know where to go. What are you supposed to do there?
Supershroom, Fort Fungus is one of the craziest levels in the game for weird secrets and weird level design. The part you found is mostly unless you have a hammer bros suit on. After you open the locked door you can smash the fort walls and drop down onto Bowser's flying clown and potentially fly upto the large doors to find a star. There is easier ways to get to that star so nice effort finding the hard way. Exiting the stage is much simpler though. (if you have an older version of the episode that stage may still have a few bugs. It was updated since the third remake release and may receive 1 last tweak after more feedback)
Merlin, that was pretty cool! I didn't notice before some of the bg palm trees need to be fixed. Fun to see a test run!
Re: A Mushroom Masterpiece
Posted: Thu Aug 11, 2016 3:55 pm
by Cedur
I downloaded this on July 6th, just four days after the last update if I read correctly. Having some deep secrets and puzzles in a standalone level is fine, but within an episode I would appreciate a few little leads (via sign / NPC) where to go. There's also an eagle gate to the right which doesn't do anything and leaves you trapped if you attempt to enter it, that added up to my confusion.
If nothing helps I'll just wait for Merlin to get there ...
Re: A Mushroom Masterpiece
Posted: Thu Aug 11, 2016 4:07 pm
by stageleft
Ah I see your point, yes the level has absolutely no clues in it. Might be a good idea to tweak that on the last update. Also I think you do have the bugged Fort Fungus no wonder you are frustrated with it. I found the Eagle bug you encountered and had it fixed just recently. On Aug 8th it was updated to fix those major issues. I apologise for the random update donno how I missed that one upon release July 2nd.
Re: A Mushroom Masterpiece
Posted: Thu Aug 11, 2016 5:20 pm
by CynicHost
stageleft wrote:Merlin, that was pretty cool! I didn't notice before some of the bg palm trees need to be fixed. Fun to see a test run!
Thanks! I'll continue playing the episode and let you know if there are any issues.
Re: A Mushroom Masterpiece
Posted: Thu Aug 18, 2016 4:09 pm
by Jochel
I can't download this episode. Can you fix the link?
Re: A Mushroom Masterpiece
Posted: Thu Aug 18, 2016 8:18 pm
by stageleft
Jochel I refreshed the download link for you if it doesn't work now there might be problems with your pc or somthing I don't know about ha I think I've updated this 75 times now, its usually to fix the text.
Merlin! I like that you called Macro-Nation the Necroforest! really does look that way doesn't it. Makes me think rename it to Japanecrone Ruins , also nice edit! there will for sure be a few issues! lol
Re: A Mushroom Masterpiece
Posted: Tue Aug 23, 2016 5:19 pm
by CynicHost
Episode 3 is up, most obvious issues were shown in the video but I'd just like to explicitly point one out here: there's some cutoff with the grass in levels like Nesticles and Slam Dunkles:
Re: A Mushroom Masterpiece
Posted: Tue Aug 23, 2016 5:52 pm
by stageleft
Merlin. You are my first game tester and the flaws are comming out that I can see. I fixed the ground cutoff and changed the pow block that can crush you. I also now have a friend of mine who is testing it made it into world 3. He suggests I may need more power ups to off set the npc difficulty. The final update won't be for a long while yet so keep the ideas rolling.
Re: A Mushroom Masterpiece
Posted: Tue Nov 01, 2016 12:43 pm
by Cedur
Well, I wanted to give this a re-play, and there's no download link anymore, as it says "under construction". Are you still around to fix this?
Re: A Mushroom Masterpiece
Posted: Mon Nov 07, 2016 1:08 am
by stageleft
Supershroom wrote:Well, I wanted to give this a re-play, and there's no download link anymore, as it says "under construction". Are you still around to fix this?
I will be uploading the completely remade version of the game since the August release. Within the week. The new version just needs 4 endings polished up and I should clean the unused graphic files up which isn't much compared to the work that went into it now. 15 some levels added, every level remade, polished or touched up lots more options and game play added the other versions are completely inferior. I will hurry sorry for the delay.