I only started playing SMM2 yesterday (despite pre-ordering, through GAME.co.uk who will never see another order from me)...
...so have only tried a few of the levels from the first couple of pages of this thread.
I didn't like most of them, mainly I guess because I was in a casual mood and was finding most of them erring on the side of 'difficult' rather than 'fun'. Using the 4-star scale Nintendo put into the Story mode, I think my preference is for 2-2.5 star levels (not that I've actually tried any of the 3 or 4 star levels in Story mode yet).
I'd encourage designers to bear in mind that most people are going to approach your levels fairly blind - they'll be able to see how many clearances, comments and likes it's had, but, if they're like me, they still won't trust that it's well designed just on that. When I encounter a difficult level that's not straight-away obvious as being really well put together, it's not long before I question whether it's worth persevering with or not - is it gonna take me ages; is there some trolling going on here; am I enjoying this enough?
So 9 times out of 10, if I encounter a difficult (rather than just tricky) level, I give it a go for maybe 10-20 lives and if I've not enjoyed it much I'll just cut my losses and move on.
Tl;dr - if you're making a difficult level, put some effort in early into convincing players it's worth their time and frustrations. If it looks tight and polished in the early stages I'm more likely to buy into it.
Hi guys, I was intending on playing more levels on here, but as I was going through course world I got inspiration for this course so I had to make it.
XX6 STF 3XF - Mario & The Beanstalk
Let the beanstalk grow and climb up to see what awaits. There's a hidden 'alternate' ending with free lives. Give it a try.
@LavaTwilight Played Mario and the Beanstalk. Fun level, though I completely guffed the hidden ending. Tried using the spring to get into the yellow door at the end, and only found the locked door after climbing up towards the finish line. Enjoyed it though, and have downloaded to play it again later on.
@gcunit Fair difficulty is actually a problem I experience with level making a lot. This isn't Celeste or Meat Boy; dying in this game is fairly punishing, so making extremely hard levels, slapping it online, and calling it a day isn't usually the best option for people actually... having fun. For me, it usually comes down to:
1) Power-Ups (especially LAYERED POWER-UPS- barely anybody actually uses it for scaled progression- or rewarding people for surviving w/ power-ups through alternate routes with them)
2) Smart Checkpoint Placement (the whole point of these is to reduce the tedium of repeating challenges, why don't more people use them?)
Difficult levels have their charm but they can be made much more fun/memorable if you throw the player a bone every so often...unless you're aiming for Kaizo-level difficulty
Switch: SW-5078-2519-1991
3DS:0989-1913-8390
Currently Playing: Super Mario Maker 2 (MMID: QKY-VYP-NVG), Smash Ultimate, Ultimate, Baba is You (!!!), Ys VIII
Uploaded a new course last night, 'Arboreal Antics'. New Super Mario Bros. level in the Forest theme, I'd say it's Easy/Normal difficulty. ID is LFP-46Q-NTG. For my older creations, my Maker ID is JDJ-X9X-4KF. Any comments/plays/likes would be much appreciated!
@JohnnyHendrix Played through your level - great challenge! Your use of coins helped with some of the trickier snake block sections, and I appreciated your extra attention to the aesthetics of your stage.
I've uploaded a course a few days back and I would kill for some feedback, so here it goes:
"Spiny Shore | Havre Hériss"
27D-3X8-T6G
Style: Super Mario 3D World
Theme: Forest
Difficulty: Medium?
It's a pretty traditional Mario level, and perhaps on the easier side of things, but feedback would be appreciated nonetheless.
@sjmartin Just played your level this morning, but, I gotta say, it's really well-designed. I like how you subtly lead the player to speedrun it with environmental design and coins as signposts of sorts, yet also maintain a certain level of design openness for people competing to achieve the top spot (something I'm still working on: top guy still has me licked by two seconds or so).
This level took me way too long to clear check. I don’t know if that’s because it’s difficult or I’m just mad at Mario. Haha. I’m pretty happy with it though.
@JohnnyHendrix Thank you so much for playing! I'm glad you liked it
@LenordYOP I don't think it's just you - that was definitely a challenge for me too. The checkpoint was Godsend and I really appreciate how there was a safe space with a floor to get used to the claw mechanic before I fell to my death a few couple times. Awesome!
@NintendoByNature I'm not much of a speed run fan but I liked your Lava Love course. Good job!
@Hazzerboraco Slippery Dip, great course! Liked your on/off course. Keep em simple and people will love em. Especially if there's butt-sliding involved lol
@Neonintendoninja Piranha Prickle was ok but I loved snow-filled night. It was super satisfying squishing those 'minions' and I loved the alternate route you can take.
@NurseBlissey I loved your two levels! For a Mario Maker newbie you've got some talent there. You need to make some more!
If you haven't already, I'd love some feedback on some of my courses, maker ID is 4XR-BYS-5PF
@TD27 Thanks, glad it was fun. I had a play on some of yours. I really liked the thwomp chase level but it was a bit intimidating at first. I wasn't sure what to do until I got going and then the difficulty eased up a bit. It should've definitely started easier and worked up in difficulty instead of the other way round. A good level thought for sure. Another first clear for me too hehe
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