Collection - beta test notes




If you have some time for polish, HDMA would be nice to see here and in its icy sublevel.


Check your upside down slope map16 - I'm not so sure if these tileset specific tiles work properly with all tilesets.


...
This jumped up and down just like the dolphin below.


Consider changing the palette, or at least the outlines of the 32x32 SMB3 corals, they look solid.


The outlines of these pipes are inconsistent with the FG. I'm not so sure if they'd look good at all with so bright outlines as the FG has right now, so try finding a middle ground somehow.


I personally don't think the music here fits that much - it's a bit too upbeat. It's still good music, though!


Maybe you should exanimate or exgfx away the score tiles, they look a bit out of place as is.


Seeing as the main level is super yellow-orange, a bit more saturated/yellow palette would be nice to see here. It's still good, though!


This part is super hectic. Consider removing one of the chucks.


This goal post is a bit bright. If you exhausted all your palette rows, maybe you could make them use the right hand side of the palette slots via ExGFX?


When jumping up the chain to get by before I died, I hit this block and fell back down. It had just arrived on screen when I hit it, so I had no time to react - could you put it 2-3 tiles up instead?


You said next release, but the rest of the levels are all done and the next world is open. D:


The way it just went straight from the evil world into an empty normal world kind of ruined the immersion and feeling that there was two separate worlds with a link between them found in the castle - if possible, could you add a transition with a pipe between this room and the previous?


I encountered some sprite despawning problems around this part - probably caused by the bunch of fire chomps that I didn't get rid of, but it seems like something that should be pointed out anyway.


This cloud raft sprite kept going inside the ground for a couple tiles. Simple fix, though.


These statues don't look as solid as they are. Palette 6 also seems a bit bright.
Also, even though I liked the music here, it's quite the jump from the relatively ambient outer parts. Not sure how you'd relieve that without another track, however.


The Eeries are glitched.


Two of these went into the ground a bit when walking because of the cloud slope tiles below.


Managed to glitch this Yoshi coin somehow. Wasn't able to reproduce at second attempt, though.


This is a bit serious... After finishing Empty Fortress?, I couldn't reenter it to get the secret exit. I didn't notice it had a secret before I had already beaten it, as I figured it was on the bottom path(like World 1), so I had no way to enter Red Palace during my playthrough. (I did test it, though.)


Wrong tiles for fire chomp explosions. The final level also had this problem.


This room doesn't look very underwater... add some blue shades to its palette.


OMG
These were hilarious, though. :D

And a small note about Raging Outposts: it was a really huge difficulty jump from The Void Revisited to it. Maybe reduce the amount of enemies somewhat, as I think it was a bit of overkill. D: