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MizunoKetsuban

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A member registered Dec 21, 2019 · View creator page →

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While I have your attention I should also note that bonus stars in SMW courses do not save if returning to the SMB3 map. Forgot to mention that in the first comment

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There's a bug where getting a game over on any world map that scrolls results in an inescapable softlock where Mario is taken off the map entirely.
For code features, it'd be neat if the warp zones in SMB1, 2, and LL worked as illustrated rather than just simply being a level exit (so the world 4 pipe would take you to world 4 rather than just beating the course).
One more thing, is there any plan for the powerups to have their actual graphics in SMB1, 2, and LL? I'd be happy to help with the drawing of them if so, but I understand if not

Best I can tell you is to run it in Wine, sorry.

I don't think that's physically possible with the engine we used.

After the jam I've hacked out the timer to the best of my ability as a non-programmer, so if you'd like to give it another shot, feel free.

Gonna be real, when it comes to game jams, you should really just stick with a single gameplay style and make it the best it could be. What you have here makes it feel confused and frustrating. The beginning is easily the worst part and it feels like the game wasn't built for it whatsoever. If you had just focused on tightening up the 3D version, I would easily consider this a well executed concept.

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It'd probably be jarring if they suddenly disappeared like that, a function like that should probably be reserved to the Capsule Blaster powerups. It would encourage clean play as well.

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Basically, a toggle that makes it so when the board no longer contains a certain color, the game will never pull that color again for your pills. This is similar to games like Puzzle Bobble, for example.

"Auto repeat" is when you hold a horizontal direction and the piece repeatedly moves in that direction. It's currently quite slow and hard to control.

Extremely minor nitpick but I find it incredibly funny you used the US color scheme for the controller graphics despite trying to pass this off as a Japanese exclusive.

Admittedly the decision to make it so you always have to jump to reach coins was so that you can't earn points without re-rolling. And I agree, some of the stages have way too small of platforms, which likely wouldn't have passed if I weren't under a deadline.

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Every time you land, your number changes. The point value of enemies and chips change depending on the number on the dice involved. 

If I had a bit more time I would've attempted to add an attract mode that explains these traits in the game.

Realized that the message board system may have been a bit overwhelming, so I switched it over to comments instead. I apologize if that was inconvenient at all.