Luna wrote: ↑Tue Oct 01, 2024 2:20 pm
I've played through the demo, and I have some thoughts:
The first level was a pretty fun time. It wasn't really anything special, but neither are most first levels. I kind of don't like the gimmick of the invisible walls, though. The game honestly did a better job at explaining and telegraphing them than most official Mario games, but hiding secrets behind random invisible walls still just feels a little cheap. Especially for the third star coin, the P Switch you need for it being hidden behind an invisible wall kind of just... doesn't add anything? If it was just in plain sight, I don't think that would have changed my approach to that star coin at all.
I like the atmosphere for the first half of the second level a lot. It feels like something official Nintendo games do way too little, with a more savannah-like approach to a desert level. What I didn't like, however, was how the background and foreground elements just... looked the same. The wooden walls were impossible to tell apart from the backgrounds, which was kind of annoying. On a more personal note, I was also caught off-guard by the platforms being solid instead of semisolid (like the cloud platforms are, for example). They kind of just felt like a classic semisold to me.
The second half of that level honestly felt like it was originally meant to be part of a different level with its focus on platforms, and I feel like the grey switch blocks could have been used a bit more in this level.
The tower was a pretty fun time, even though I honestly couldn't find a single star coin throughout the entire level. But switching around the pipes was still an enjoyable experience. It was certainly a slower-paced level, but I enjoyed it.
Then we get to 1-3. It reminded me a lot of World 6 from Donkey Kong Country Returns, and I enjoyed it quite a lot. It was a pretty enjoyable level, though the star coin where you had to kill two pokeys honestly felt a bit like padding. Ironically, I did enjoy how it was kind of hidden by an invisible wall, though - that was just a fun room.
Sadly, 1-4 kind of disappointed me. I'm not a big fan of darkness levels, and for this one, the area where I could see enemies also felt way too small. The enemy choice didn't really help either, as the Dry Bones especially constantly jumpscared me the moment they actually hit me because I noticed them way too late. Their gray colour just blended in with the darkness effect.
The minecart at the end of the level was really cool, though. I kind of wish it wasn't just used for a single star coin, getting a full level around that would be really cool. Maybe something that could be done in a later level...?
Fortunately, the demo ended on a high note, though. The castle was my favourite level of the bunch, and a really good level in general. Taking the stone enemy gimmick from Newer Super Mario Bros. Wii's second castle was already quite cool, but I honestly think this episode used the gimmick a lot better than the actual Newer Super Mario Bros. Wii. The setups that used the gimmick were consistently fun, and I particularly enjoyed the setup where I had to press a switch and then immediately get out of the way due to a thwomp. That was a really good level.
Overall, aside from 1-4, I really enjoyed my time with this demo. I'm looking forward to this episode's eventual completion, and I'll certainly play it once it's out.
Also, Luigi needs more episodes!!!!!