Funny becuase so many people have beaten me that I've beaten before.
Well this is my sequel to "A Dangerous Diner", Sancutary Fortress 2 CC12 edition and the very first beta stage for Ness-Wednesday in the episode of the fanfic.
Also, the level dosen't cutoff the SMB3 overhaul dosen't seem to work somehow.
Spoiler: show




Spoiler: show
64. Ness-Wednesday - Bald Toad's Peak (4.12/10)
Chad (3.0/10)
I'm sorry, but this level was a pain. About 18 sections are used extensively, and in every one, the visuals are so heavy that it's extremely hard to see anything because you mix at least 3 tilesets and have massive amounts of decoration that obscure a clear view of the path. The entire thing is filled to the brim with many claustrophobic sections and enemies that don't reflect that well. There are also seldom instakill blocks that aren't obvious and serve no legitimate purpose, a convoluted switch hunt, and at the end of all that, a very convincing troll exit. You convey the idea that the player is done with your level after a length that might be reasonable if the above problems weren't present, but instead you drop them into a pit leading to twice as much of the same. The level also contains 5 bosses that all have lightning fast and sudden projectiles and movements, no room or warning whatsoever to deal with them, and among those is a Mother Brain AI with extended health. Even if the level consisted of only these bosses, I have no idea how you'd expect someone to beat them. I apologize for the harshness of this review, but I honestly can't say I enjoyed this. The level aspired to do way more than necessary and didn't handle it well.
ElTipsta (6.0/10)
Hehe another LunaDLL level. Firstly, you play as a 1x1 pixel Link replacement, so we will hopefully get an entertaining reaction from Mr. Damn Knight should he decide to play this game. Seondly, the you died music is funny. Please die at least once, all of you. Thirdly, this level has a really interesting atmosphere, with some pretty visuals and an interesting sizable-switcheroo mechanic, which was well signalled. That's good design. However, the same can't be said for the DX balloons which replace lava. There is no indication whatsoever that they will instakill you. This is unfair and out of place for the level, perhaps maybe replacing a Jellyfish to match the difficulty better? I also got really lost with this level. I understand you say this a challenge but this isn't fun. At best, it's confusing. At worst, it's borderline trolling the player. The boss fight is when the level starts to get really interesting, even tohugh it's a bit random (though ALL the bosses with projectiles have projectiles that move FAR too fast). The story was funny (though ignoritus is a horribly overused NPC and boss in SMBX) and I woukd've scored higher, had the beginning be more straightforward and the bosses be a bit more fairer. Nice job though.
Quill (4.8/10)
How many super mushrooms have you been smoking?
Shinbison-Kof (3.8/10)
This is a strange level. It has some cool things, like the invert gimmick. It made nice puzzles, but I thought that the level was very stressful. The level design wasn't good. Several parts were cramped and confusing and the puzzles could have been less confusing. It would have been great if I had known where I wanted to go. The Npc spam was another thing, especially bullet-bills. I didn't find the check-point. The blocks which replaced lava weren't well collocated. The level was cramped, and you put the lava blocks in the most cramped parts. The tilesets don't mix very well, maybe because of the colors. I think it would be better if it only had desert tilesets in the mix. The playable sprite is ugly and your mask is wrong. It's also missing the death effect. At least this level is very well decorated.
Valtteri (3.0/10)
The playable sprite needs tons of work. He's all shaky and most of the frames contain clashing 1x1 and 2x2 pixels. They also seem to be missing shading. Now about the level. I don't think the tileset mash-up is working. The main ground tileset with very high contrast does not go well with the desert tiles. The level is tight and the enemy placement too. The fireballs that the Fire Bros. shoot do not disappear which I don't think is good. The custom sound effects are too loud. The shooting sound scared me. There's a sign that says that the editor wouldn't allow any more blocks. This isn't something you'd put in the level. You're supposed to work around it in a way that the player doesn't have to know. There's also a note about the playable character's glitched climbing animation being the result of the author lacking the skill to fix it. This was also unnecessary information.
Chad (3.0/10)
I'm sorry, but this level was a pain. About 18 sections are used extensively, and in every one, the visuals are so heavy that it's extremely hard to see anything because you mix at least 3 tilesets and have massive amounts of decoration that obscure a clear view of the path. The entire thing is filled to the brim with many claustrophobic sections and enemies that don't reflect that well. There are also seldom instakill blocks that aren't obvious and serve no legitimate purpose, a convoluted switch hunt, and at the end of all that, a very convincing troll exit. You convey the idea that the player is done with your level after a length that might be reasonable if the above problems weren't present, but instead you drop them into a pit leading to twice as much of the same. The level also contains 5 bosses that all have lightning fast and sudden projectiles and movements, no room or warning whatsoever to deal with them, and among those is a Mother Brain AI with extended health. Even if the level consisted of only these bosses, I have no idea how you'd expect someone to beat them. I apologize for the harshness of this review, but I honestly can't say I enjoyed this. The level aspired to do way more than necessary and didn't handle it well.
ElTipsta (6.0/10)
Hehe another LunaDLL level. Firstly, you play as a 1x1 pixel Link replacement, so we will hopefully get an entertaining reaction from Mr. Damn Knight should he decide to play this game. Seondly, the you died music is funny. Please die at least once, all of you. Thirdly, this level has a really interesting atmosphere, with some pretty visuals and an interesting sizable-switcheroo mechanic, which was well signalled. That's good design. However, the same can't be said for the DX balloons which replace lava. There is no indication whatsoever that they will instakill you. This is unfair and out of place for the level, perhaps maybe replacing a Jellyfish to match the difficulty better? I also got really lost with this level. I understand you say this a challenge but this isn't fun. At best, it's confusing. At worst, it's borderline trolling the player. The boss fight is when the level starts to get really interesting, even tohugh it's a bit random (though ALL the bosses with projectiles have projectiles that move FAR too fast). The story was funny (though ignoritus is a horribly overused NPC and boss in SMBX) and I woukd've scored higher, had the beginning be more straightforward and the bosses be a bit more fairer. Nice job though.
Quill (4.8/10)
How many super mushrooms have you been smoking?
Shinbison-Kof (3.8/10)
This is a strange level. It has some cool things, like the invert gimmick. It made nice puzzles, but I thought that the level was very stressful. The level design wasn't good. Several parts were cramped and confusing and the puzzles could have been less confusing. It would have been great if I had known where I wanted to go. The Npc spam was another thing, especially bullet-bills. I didn't find the check-point. The blocks which replaced lava weren't well collocated. The level was cramped, and you put the lava blocks in the most cramped parts. The tilesets don't mix very well, maybe because of the colors. I think it would be better if it only had desert tilesets in the mix. The playable sprite is ugly and your mask is wrong. It's also missing the death effect. At least this level is very well decorated.
Valtteri (3.0/10)
The playable sprite needs tons of work. He's all shaky and most of the frames contain clashing 1x1 and 2x2 pixels. They also seem to be missing shading. Now about the level. I don't think the tileset mash-up is working. The main ground tileset with very high contrast does not go well with the desert tiles. The level is tight and the enemy placement too. The fireballs that the Fire Bros. shoot do not disappear which I don't think is good. The custom sound effects are too loud. The shooting sound scared me. There's a sign that says that the editor wouldn't allow any more blocks. This isn't something you'd put in the level. You're supposed to work around it in a way that the player doesn't have to know. There's also a note about the playable character's glitched climbing animation being the result of the author lacking the skill to fix it. This was also unnecessary information.
Download link below (enjoy being hit alot
Original update that I've sent to Valtteri.










