hi all
usually i dont do that but i dont want to upload a bad level ...
just uploaded my hail to the king2.
and i think this lv is maybe a little to hard
i take some people( you guys) i want to test it before. ( beta test!)
can you play it and send me feedback?
Hail to the K.King2: Hot Potato. (BF7C-0000-007A-3F8C)
how?
Gameplay /10
Fun /10
Difficulty /10
what is hard? what is too easy?
what you would change?
what you really like?
thanks in advance
Some feedback from users : ( you can say YAY or NAY )
limiting the amount of obstacles on screen while the bombs were the focus.
easier boss fight at the end or remove it (i cant do that, its hail to the king after all but i can make the fight easier).
adding some block at the end.
Don't ignore me please, i want a GOOD level and i need YOU!
Gameplay 7.5/10
Fun 7.5/10
Difficulty 6/10
what is hard? : Nothing
what is too easy? : Maybe a few too many powerups.
what you would change? : Remove a few powerups.
what you really like? : The moving platform that almost gets completely destroyed by the end.
limiting the amount of obstacles on screen while the bombs were the focus.
NAY
easier boss fight at the end or remove it (i cant do that, its hail to the king after all but i can make the fight easier).
NAY, it's already really easy because of the bombs
If you like challenging levels, I just finished a new castle level It's not ridiculously insane but I wouldn't say its for amateurs If you guys like it please leave a comment. Good luck! and dont give up (so far no one has beat it )
@Maxoxpower: I don't like giving scores, but eh, here we go:
Gameplay: : 6/10. The idea is really good, but there are way too many things happening on the screen for a player who didn't design the level to take into account: 2 flame bars, 3 bob-bombs, a sawblade and a red cannon at the same time? On a moving platform that keeps falling to pieces? That's a bit much for my brain.
The panic is surely part of the gameplay, but the problem is that the level quicly become trial and error. Worse, a trial and error where you can't really predict what's happening. Between your position on the train, and the shape the train already has, one run can be completely different from the previous one and you wont be able to analyse why, because you're dodging 2 explosions, 1 crushing, and 1 beheading at the moment.
Also, there are so many power ups that require you to jump right into the trajectory of a projectile, it's almost a bad idea to try and get anything besides the basic mushrooms. Yeah a decent player can predict that, when there aren't 5 elements all going in differents directions at the same time. Your brain WILL eliminate some elements, not necessarily the right ones, and you might not be able to fight against the habits.
Fun: 7/10 to 5/10. You always want to try again. You want to prove to yourself that you won't be beaten by a level where everything is visible. Technically, your level is perfectly fair, and the first few runs are very enjoyable. Then it started wearing out for me. Each new element should bring excitment, but for me it just made the situation worse and worse. When I saw the fireballs come I didn't think "yay the boss is coming", I thought "OMG, a random element now?". At the end I felt less like a hero and more like the janitor of the level. That's what made me quit. Nope I didn't see the boss. And I'm not tempted to try and get there. I would agree though, that this not the kind of level where I would usually put a boss. But I didn't see it, so maybe it's worth it? I can't tell.
Difficulty: too random/10
(That's why I don't like scores, I can't apply a number here [/rant])
The difficulty here is directly linked to your gameplay concept: information overload. And as said before: there are too many little elements to play around. The level is FAIR, everything is in the player's control, IF he is in perfect shape and has the mental trainging of a master yogi.
A good point thoug: the difficulty is very progressive.
What I would do? Simplify the level overall, put less threats on the screen and make each one more distinct. It will also make each element more meaninful and memorable to the player.
For instance:
less bob-bombs, but more of them short-fuse.
Less thwomps, but a big one with an upper platform to bait him ahead of the train.
Less saws, but one with a nice jump that feels like a passing point more than a hindrance.
No big bombs. depending on the shape of your train, these can be game enders.
Bowser put in his little corner that you have to warp to, so he can't shoot his random fireballs at you.
@DanoLefourbe: I added whole new room to soften way to Bowser, changed enemies to bombs and did some other tinkering too.
Thank you for your constructive critique.
@Maxoxpower: Just finished the level, I was really at the end. I'll stay by everything I said, but add that the boss isn't hard at all and doesn't need to be changed. I ended up gliding over that last part I really don't like though, so I can't say if the end requires a platform or what...
@mrichston: Just finished it. it's really great now. the idea is put in the player's mind in a very nice way and the lvel feels much smoother. I liked the capsule around the box at the end, really nice.
@Maxoxpower: Just finished the level, I was really at the end. I'll stay by everything I said, but add that the boss isn't hard at all and doesn't need to be changed. I ended up gliding over that last part I really don't like though, so I can't say if the end requires a platform or what...
thanks for the feedback i will edit the level and send you a the new code to test? is this okay?
Sure its the hail to the king 2. Playing the first before the 2 its more easy to understand the mechanic.
Alright guys! Three-part series on our hands here! Calling it Princess Breakout. All courses take place at Bowser's castle, designed using SMB3. On the front end, it's pretty tough, but I really believe that it's fair. Power ups are plentiful, hidden one ups are plentiful, coins are plentiful. Are you dedicated enough to beat all three courses, show Bowser who's boss, save the princess, and take her back home?
I really love ghost houses and have already designed a few short ones. Then I had a great idea that needed a lot of pipes and doors to connect the different rooms in different arrangements. It turns out that you cannot set arbitrary many connecting pipes and doors. The number is frighteningly low such that my concept completely broke. I hope Nintendo will expand these option.
@gaming_24_7: Can't change pipe color. I'm bummed about that too. I had this neat idea for a ghost house, but I had to change a lot of elements because of the lack of doors.
Any tips on how to get more players / star ratings for my levels? My best performing level so far got 48 hits and 5 stars in the first couple of hours but it's back to a slow trickle. So how do I increase the numbers?
Nintendo 64 Forever forum
Nintendo Games NES 241 | SNES 324 | N64 267 | NGC 150 | WII 85 | WIIU 9 | IQUE 5 | GB 161 | GBC 57 | GBA 106 | NDS 57 | 3DS 21
Nintendo Network ID: Mk2_NL 3DS Friend code
Hardest level I have made so far.
Enjoy
(also I have not been playing Mario Maker, this level took me FOREVER and.... I had to make a lot of adjustments)
Friend ID = 3738-0049-9885
Name - Chels My Super Mario Maker Levels ♥
My user on Wii u is same as here, feel free to add me :)
@Mk_II: I would say that it just takes time. Some of the very first levels I've made when the game first came out still gets stars. I've noticed that whenever I upload a new level, it usually takes a while for it to get stars. I wouldn't get discouraged... I would just keep uploading levels and posting their codes here, and wait for the stars to come. That's the best advice I can offer... hope it helps!
@gaming_24_7: Can't change pipe color. I'm bummed about that too. I had this neat idea for a ghost house, but I had to change a lot of elements because of the lack of doors.
Yes, it seems for ghost houses the limitations are very strict. Hopefully, Nintendo will add some different colours and more doors in future.
By the way, I commented about your ghost house
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