Review Information
Game Reviewed N/A, by N/A
Review Author DJ Coco
Created Sep 7 2015, 1:40 AM

General Commentary and Game Overview
So with Super Mario Maker just around the corner, Willsaber decided to make a fangame centered around it. Basically, it's a level editor with the difference to Super Mario Maker being that the styles are not based on official games but on popular fangames around here (except for the obligatory SMB1 style). So how does the whole thing hold up? Is it a great tool to let people with absolutely no experience create cool levels? Or is it a complete disaster? Let's find out.
 
Pros + Nice concept basing styles around fangames
+ An effort was made
 
Cons - Cringeworthy physics
- Errors that end the game
- No polish whatsoever
- Tons of bugs
 
Impressions
Gameplay
1 / 10
The gameplay. Well, where do I start. The editor is the first thing you see, so let's start there: I clicked on the block icon and clicked in the room. Nothing happened - turns out you need to drag the object there. That's fine I guess, though it'd become really annoying if you had to do that with every single instance. Turns out there is no copypaste function so yeah - you got to do exactly that. Thankfully, for the ground you can just scale it... but wait... that's not quite right... the ground I dragged into the editor is not centered on the grid. It's 8 pixels shifted on the vertical axis. Messing around with scaling somehow fixed this issue, but don't mess around with scaling too much or you'll accidentally scale the object into minus infinity. I have no idea how I did this, but I managed to get the scaling options upside-down with the bottom border being over the game's screen size, and the top border being still inside the view. There was no un-do button either so I had to delete the object, which I previously found out was done via right clicking an object. I just tried to open up a pop-up menu that let me copy it, but it deletes the object immediately. Ok. You can also drag objects into eachother, have enemies spawn inside the ground, etc. There was not much thought put into making everything userfriendly. Scrolling the room is also rather awkward. You move the mouse to the sides of the windows and then the room scrolls pretty fast. I wish I could just drag the room via my middle mouse button. Anyway, I managed to drag the flagpole closer to the little test room I set up. As I launched the game, I noticed how incredibly glitchy the gameplay is. Coins, when collected, don't even lose their drop shadow. There's no real dying animation either - you just get hit, move up, get sent back to edit mode. So I tried to see if a winning animation was programmed - but once I touched the flagpole the game threw me an error and I was done.

Some effort has been made with this game, but it means nothing when everything's unplayable.
 
Graphics
5 / 10
The graphics are okay. There's your standard SMB and SMB3 graphics, a few custom ones based on MFGGer's sprites and the interface icons. The interface looks pretty good. The artstyles chosen, however, do not. Only the Metal Gear one really striked me as something I would consider using, if the game was userfriendly and playable.
 
Sound
5 / 10
Standard music, some sound effects and an absolutely irritating repeated noise when scaling objects don't really make this game shine in this department either.
 
Replay
1 / 10
No.
 
Final Words
1 / 10
The game shows some effort has been put into the game. However, it means nothing when the interface's unpolished and inconvenient to use and the main game is unplayable.

Comments
No Icon
Willsaber
Sep 7 2015, 4:12 PM
If you hold <SHIFT> while clicking on a tile in the GUI, you can place multiple instances with a mouse stroke.
 
No Icon
TheTwelfthRocket
Mar 11 2016, 1:29 AM
Quote (DJ Coco)
- Cringeworthy physics

physics can be cringeworthy?
 
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