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Projects • Re: Super Luigi And The 6 Stars (World 1 Demo :3)

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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!!!!!
sorry for the late reply, but thank you so much for your feedback! I will def go back and change some of this!
and there is a later level that uses the minecart a lot more (I can't remember which. I think world 6?)

Statistics: Posted by Cloudz2006 — Fri Nov 08, 2024 12:00 pm



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