Alright let's do this.
So I gotta say, this mod has actually surprised me. It's really good for what it is. And because I like it I have ALOT to say about it.
I only decided t take screenshots after the first bit so let me take a second to say that I like how oyu can see the first melon before you can actually grab it, because it makes you curious.
Okay so let's start here. I would say this is a weaker start, as this image is just visually a clusterfuck. Just too much going on in a space. All the background and forground elements, plus the water and path to the left, it's just too much.
In this town I love the attention to detail in scripting. Theres lots of dialogue options, you can investigate things and the game will actually have a thing to say about them, it's just great.
Also, falling through that pit did nothing and I had to restart. It would be neat if faling in brought you back to the spawn point.
This just looks weird. I'd probably just close this little part off entirely. The little part where the rocks go up right here, it would look better if the water actually didn't go up with it. Instead it would just stop.
For the sake of two things I bring this up. Since there is really no reason anyone would go to the left, these two breakable blocks can go and just be solid space. This would also allow you to remove those 2 critters, which would actually make the intro a bit better too.
This would be acceptable though, if falling intot hat pit brought you back to the intro room.
Okay so this is super common in mods. The moment you enter this place, you litterally just see everything. It's alot to take in. The little area with the critter and bat isn't really nessecary either because those breakable blocks make them completely non-threatening. I ended up killig the critter anyway though because him constantly flying and lading and making noise was irritating. I would just space things apart more.
I like how you can see the drop here, it adds alot of continuity. In this pic the enviornment and enemies look much better and are far better placed.
See those enemies to the left? Me neither. This is a framing issue. You gotta keep in mind when putting things high up that stupid health bar and junk.
Also, the melon to the left of here is pretty great, because if you miss the jump for it you just walk back. The walk is short, and has a little jump to make and isn't just totally boring.
Gah! Everything at once again! It would be alot better, if you doubled the size of this room, and put these other guys below so they aren't immeadeatly visable. Basically you can see a ton of challenges at once, but only the one right to the left of you is actually a threat.
I like how the breakable blocks here contatin enemies. It's a neat little gameplay thing that works well within Cave Story.
I also really like how everything kinda sorta resembles Cave Story's layout cause it implies a back story nicely.
Okay I'm done. It's really good.