@Bossedit8: Thanks! I really like your videos!

( I expected a commentator in these videos XD)
Enjl wrote:So I made it to the Ninji forest (easily my favourite level so far as it's kinda the only one with personality) and I gotta ask: Why does the level have multiple exits? The boss unlocks both paths on the map but there's no indication for it so someone like me who finds the other exit first can get elvery easily confused. I ended up looking in the editor because I assumed you set a path unlock condition wrong.
Other bones I have to pick with this:
-Castle 3 spawns you right at the boss
-Some dialogue, especially in the forest, is in a language I can't read.
-Some levels are really, really hard to look at. I find it stunning in how many ways this game managed to unintentionally mess with my head. There are levels that are darkened or desaturated to the point where some enemies become almost invisible, duo and monocoloured levels that made me think I'm colourblind, levels where the foreground is almost indistinguishable from the background, and levels where palette contrast made progressing an actual pain. Interestingly enough, the level with the toad who complains about the grass hurting his eyes was one of the more pleasant levels to look at. The aesthetic is really invasive sometimes and cuts right through the gameplay experience. There's this level with foreground leaves and moving vines where you gotta cling onto the moving layers which I couldn't tolerate at all thanks to literally everything looking solid.
-Random platforms out of nowhere. It's not a big deal if linked to an event chain, as thosejust make me go "what's the point?". The problem comes when ?-Blocks drop onto you out of the sky right as you try to jump over enemies, pushing you into them and causing you to take a hit. You can't see it coming unless you play every level REALLY carefully and just anticipate these lunatic platforms. Also, having an entire block structure suddenly appearing in my face (starry level in the beginning of world 4) is just kind of a dick move to the player because they already planned their movements based on their surroundings but suddenly the level is entirely different.
-The most pleasant level of world 1 is entirely optional. Really just a nitpick, but I don't see why the prettiest level of the world is skippable while I gotta play through 3 desaturated levels that look and play the same.
-Speaking of that, most levels are actually the same. Yes, using bubbles, moving layers, tnt plungers counts as a gimmick to make levels stand out, but when a lot of levels use them, none of them really stand out anymore. The only level which made me go "oh that's clever" is the one in world 1 with the moving platform generators. And that level could've done so much more with that idea! Aside from that, a majority of the fun I had while playing this wasn't from playing the game, but from joking about questionable decisions.
I'll probably give some more in-depth feedback with screenshots and whatever later.
Thanks for your feedback, I really like the points that you have commented.
About "most levels are actually the same", I confess I really tried make "differents essences" in all levels, this was hard, because my level design was modified since 2012, and this episode have levels of 2012 ( the smbx community design was modified so much). If I make other episode today, I will have more attention with this aspect. In this same topic, I can explain about the moving platorms and surprise blocks, I personaly think this cool, especially, because this give more challenger in the levels, but this is subjective. I understand you about the "fall/surprise" blocks, especially when the player tries jump in npcs in the same time. I'll try have more attention with this!
About the graphics, sorry if some levels are hard to see. While I was doing this episode, I was with a "hype" with my own custom graphics, I never imagined that some them were hard to see, in the next time, I'll darken more these bgos in comparision with these tilesets.
About my grammar, my english is so basic, everything I was learned, was in the internet, I know I really need improve it, but I don't have anyone that can help me with the translations. (Portuguese already is so hard to know all rules XD)
I think my worst mistake was post this episode so late, because the current community design is other totally different, is so hard to see someone that like the smbx community design like 2012/2014, especially because now exist luna lua etc...
Please, try to see this episode with a vision about the old smbx community design, I know we are in the "future", but my episode was based in the old smbx level design! ( I work in this since 2012).
Thanks for your feedback, I'm happy with this! I'll try fix these errors, and all reviews are welcome!
PS: (Sorry if you don't understand anything that I says, but is hard to me write an text like this, especially in english)