Just found this video. Thank you for playing through my demo! I'm glad you liked it even with the little annoyances here and there. This project is currently in limbo on a hard drive I'm not sure I can get back, but if I do retrieve it I do plan to finish this hack at some point. Some general comments about your commentary: - I replaced the P-Switches with a custom block that acts as a P-Switch but is stationary, so all you'd have to do is hit it from above or below, it's much smoother and you don't have to worry about accidentally grabbing it. Unfortunately, though, I don't have a version of the demo with this available. - I agree about the vines, they feel so much better to grab onto in Mario Maker than in Super Mario World. The "Gatorade" pool was one of the hardest parts of playtesting Jungle Valley. - From what I remember, the weird squeaky noises you hear is most likely a bug from the wall jump mechanic I used. I don't know if I ever got that fixed, hopefully that didn't get too bothersome. - Rolling Hills does seem like it has a strict timer, I thought it was fine during playtesting but I think increasing it a bit would be more helpful for beginners. I also took into account the secret exit, which I want to be more challenging than getting the normal exit. But again, extra time would be good, especially since it's the first level. - Part of the idea of the P-Switch sections is to up the challenge by making the player keep a consistent flow through the level, and part of that was spacing the P-Switches in a way that you can press it before the timer expires and keep the music going. That being said, I did notice some parts where I could've been a lot more lenient with the coin/block barriers, particularly at 13:27. This would be fine for a middle/late-game level, but for the second level that does feel like unfair design on my part. - Bright Plains benefits from going full speed as much as possible, which is definitely easier said than done. It's an optional "Extra Level" so it's meant to be harder than usual, but there were a couple spots I could've tweaked, like the big jump at the start of Part 2 to be more generous in lining up with the ledge (20:28). I uploaded a near-perfect playthrough of Bright Plains on my channel if you want to see what that looks like: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-GRsX_8KiJZM.html
Thanks for making this hack! That sucks to hear you lost the hard drive, though. I actually really like the concept of this hack, and I think it's fine if the timers are a bit strict, it makes it more satisfying to complete IMO, even if I might complain while I'm doing it lol. I like how those P-Switch blocks looked in the video you linked, it definitely seems like it would help the levels to flow a bit better.
Great content, it was very fun to watch, however your microphone is a bit quiet, so maybe consider turning it up in future videos, other than that it was amazing!
@@felipefernandes6705 im not saying for him to not speak softly, im just saying to either turn the game down a small bit or to turn up the gain on the microphone
Thanks for the advice! I've been planning on spending some time to adjust my mic audio at some point in the near future. Audio engineering is not my strong suit, so I'm always unsure how loud is too loud when it comes to these videos, and I tend to err on the side of caution.
thats fair enough, microphones are quite difficult to adjust, as you need to test different gains and such, take your time with it, there is no need for an immediate change!
I don't think it's specifically related to Celeste.SMC, just working off the same concept of "What if Celeste but Mario" but this time as an SMB1 hack.
Hey there! If you ever search for someone to make videos with, then feel free to message me! This video honestly was fun to watch lol. (And no im not a bot, to confirm this, this video is about a mario rom hack turning it into a celeste style game, it was originally made as an engine test for a metrroidvania etc lol)