In retrospect it's a good room. But it was too slow and meticulous for me!cozyduck wrote:Extremely unpopular opinion: I really like the balloon room
That's how I felt about it too. I wonder if it would work as a swimming level?nathanisbored wrote:I think if it weren't so slow paced, and didn't require so much rocking of the D-pad, it would be much more enjoyable. and those things are unfortunately the same problem in vanilla smw.
lolyoshi wrote:The pipes are colour-coded. The blue ones are enter-able from any side, while the green ones are only one-way.
I never noticed this pattern, there was too much else to focus on during the level. Is this colour coding consistent just in this room, or is this common amongst all hacks for some lunar magic reason?ft029 wrote:2 examples of why JUMP1/2 needs an actual tutorial on how blue and green pipes work... sigh.
The room was quite well made, and it is true that in the endgame levels can be unforgiving, but I think some of the obstacles required too much waiting (the beginning of the room and the star). Using plants made sense, but the p-balloon moves so slow that it's often impossible to dodge the fireballs, especially with how restricted the safe spots are. It's definitely a decent room, but just not one that was fun for me!morsel/morceau wrote:I actually like the bath-tub room best of my three sub-levels, and think the plants an appropriate enemy to use (but I suppose I assume that the player knows that there are only four lines of fire, two upwards lines and two downwards lines; this assumption (on my part) of knowledge (on the player's part) may be unjustified), even if they are hard to read on first sight, like the other obstacles in the level (and I think the quality of being hard to read becomes more discountable, even sometimes desirable, in an end-game level).
To be clear, I really liked all of your levels in this hack - I can appreciate something for its merit even when I struggle with them! Take, for example, today's video
Ep77g - Shattered Shins